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Overwatch 2 x World of Warcraft Crossover Rampages Out, New Content and Patch Notes Listed

Blizzard worlds are colliding today, as the big Overwatch 2 x World of Warcraft (WoW) crossover is now live! This brings new cosmetics, balance changes and more. Players can download Overwatch 2 update 3.84 on PS4, Xbox One, PC and version 1.000.049 on PS5, Xbox Series X|S.

Check out the complete patch notes below sorted with our handy table to make reading through the new stuff easier.

Overwatch 2 Update 3.84/1.000.049 Patch Notes:

Crossover Info:

To celebrate the 20th anniversary of World of Warcraft, Blizzard today kicked off a collaboration event for the storied MMO in Overwatch 2! From September 17-30, players can collect up to ten free rewards including charms, sprays, icons, and name cards. Legendary skins honoring iconic WoW characters will also be available in the Shop, including Sylvanas Windrunner Widowmaker, Lich King Reinhardt, Thrall Zenyatta, and Diamond Magni Torbjorn.
Additionally, starting on September 24, Blizzard also celebrates another year of Overwatch 2 with a month-long event featuring fan-favorite game modes from the past year:
  • Week 1: Beast Hunt and Community Crafted
  • Week 2: April Fools 2024 and Cosmic Crisis
  • Week 3: Mirrorwatch and Prop Hunt

General Updates:

Role Queue Mystery Heroes

Role Queue Mystery Heroes is a new variation of the popular Mystery Heroes game mode but using the Role Queue rules. Once you select your role, your heroes played will be randomly selected among the heroes in that role and will not change roles throughout the match.

  • Role Queue Mystery Heroes added to the Unranked Menu.
  • Open Queue Mystery Heroes removed from the Unranked Menu.
  • You can still create a custom game of Open Queue Mystery Heroes in Custom Games.
Deathmatch
  • Deathmatch is moved from the Unranked Menu to the Arcade Menu and will appear in daily rotation with other Deathmatch modes.

Competitive Updates

Competitive Drives

Competitive Drives are limited-time events that take place near the end of seasons in Competitive Play Role Queue. As you complete a Drive you’ll earn bonus Competitive Points and a new reward called “Signatures”. Signatures are a cosmetic reward that appears on your name in most locations where your name is displayed, including your Name Card, Play of the Game Highlights, Scoreboard, and Hero Select. Signatures are upgraded as you reach Checkpoints in a Drive.

When you win a match you’ll earn Drive Score and progress toward the next Checkpoint. Losing subtracts Drive Score, but generally less than winning, and Checkpoints prevent you from losing score once you reach them.

There are 6 Checkpoints and they grant the following rewards in order of completion:

  • 500 Competitive Points
  • Signature
  • 1000 Competitive Points
  • Advanced Signature
  • 500 Competitive Points
  • Elite Signature

Your progression on a Drive is shared across all roles in Role Queue. You do not earn progression toward your Drive in Open Queue Competitive Play.

When you complete Drives your Signature will be upgraded to show off how many Drives you’ve completed in total.

Signatures are removed after a Rank Reset.

Hero Updates

GENERAL
  • Armor flat damage reduction decreased from 10 to 7 per impact.

Developer Comment: The recent increase to armor’s effectiveness improved the survivability of armored heroes more than we’d like for how passive it is, so we’re tuning it down to a middle-ground value.

TANK

Tank Role Passive

• Knockback resistance reduced from 40% to 25%.

Developer Comment: This knockback resistance value has changed a few times as the environment of the game shifts. With Juno entering the roster and bringing more sources of speed boost to help rush down the enemy team, we’d like to make tanks more susceptible to displacement again.

D.Va

Developer Comment: There has been a lot of community feedback surrounding D.Va lately. On average she hasn’t been overperforming, but she’s quite difficult to take down. So we’re shifting some of her armor to normal health and reducing her max combined health by 25 armor. With armor’s effectiveness being hit in the same patch, we’ll keep an eye on how this plays out and adjust as necessary.

  • Mech armor health reduced from 375 to 325.
  • Mech base health increased from 200 to 225.

Orisa

Developer Comment: We still don’t want Orisa to easily chase enemies down while Fortified since there’s not much you can do to fight back during that time, so while we’re not removing the movement speed penalty entirely, we are lowering it to a point where it will feel much better for Orisa to use.

Fortify
  • Movement speed penalty reduced from 20% to 10%.

Roadhog

Developer Comment: This is a reversion to Roadhog’s previous resource regeneration rate to improve his primary tanking ability’s uptime. There were several adjustments to reduce the power of this ability but they may not have been necessary as Roadhog has been underperforming for some time now.

Take a Breather
  • Resource regeneration rate increased from 8 to 10 per second.

Sigma

Developer Comment: This shift in damage from the Hyperspheres direct impact into the explosion component is to improve the effectiveness of the airburst explosion when playing at max range and makes it more threatening against tightly grouped enemies.

Hyperspheres
  • Impact damage reduced from 25 to 15.
  • Explosion damage increased from 30 to 40.
  • No longer deals damage to self.

Damage

Bastion

Developer Comment: The spread reduction is intended to improve the Assault mode weapon’s effective range against smaller targets while not changing much in regard to how good it is against tank heroes and their large size.

Configuration: Assault
  • Spread reduced from 2.2 to 2 degrees.
Configuration: Artillery
  • Ultimate cost reduced 12%.

Cassidy

Developer Comment: We’re reducing how impactful the hinder effect is by lowering its duration, as this crowd control can be a significant source of frustration for players. Since now there is less time to follow up with shots from the weapon while the opponent is hindered, we’re increasing the explosion damage of Flashbang.

Flashbang
  • Hinder duration reduced from 1.2 to 0.9 seconds.
  • Explosion damage increased from 45 to 75.
Deadeye
  • Ultimate cost reduced 10%.

Hanzo

Developer Comment: This change restores Hanzo’s one hit headshot kill against 250 health heroes, though it will require more accuracy with the smaller projectile size and is now slower to charge shots to reduce the frequency of projectiles being thrown out.

After trying the recent iterations of Hanzo post Season 9, we feel the one-shot capability is too essential to the core gameplay feel of these sniper heroes (similar to Widowmaker) without a much larger rework. Being limited to a smaller range of heroes that could be one shot (225 HP and below) added some texture to the hero matchups but wasn’t a satisfying compromise for either side.

Storm Bow
  • Normal arrows are no longer affected by global projectile size increases.
  • Maximum damage increased from 120 to 125.
  • Time to fully charge increased from 0.72 to 0.87 seconds.

Venture

Developer Comment: As a highly mobile damage hero, Venture doesn’t need quite as much shield health from their passive as they currently get to be successful. Even though they are a close-range hero, their abilities enable them to close the gap quickly and effectively without taking much damage.

Explorer’s Resolve
  • Shield health gained per ability reduced from 40 to 30.

Support

Moira

Developer Comment: Moira’s ultimate didn’t feel threatening enough after the health adjustments across the cast and her own lower health value.

Coalescence
  • Damage per second increased from 70 to 85.

Lifeweaver

Developer Comment: The increased firing duration for Thorn Volley will give Lifeweaver more damage presence and it lines up better with his auto-charging heal timing to help that flow nicely.

Thorn Volley
  • Maximum ammo increased from 80 to 100

Zenyatta

Developer Comment: With the current addition of more speed boosts in the game, Zenyatta (and generally more poke-oriented team compositions by extension) has fallen off a bit due to how immobile and vulnerable he can be. We’ve tried increasing his health in the past but it’s proven problematic, so instead we’re leaning into his glass-cannon nature. We’re improving his damage this time, which should enable new break points in how many shots are required to eliminate an enemy.

Destruction Orb
  • Damage increased from 48 to 50.
Orb of Discord
  • Cooldown per target reduced from 7 to 6 seconds.

Map Updates

CLASH
  • Fast Respawn after a point has been captured has been removed from Clash. We’ll be looking to implement an alternate version of it for Clash in the future.
  • Respawn times for defenders get reduced by 2 seconds for each segment the attackers secure in the final capture zone.
FLASHPOINT
  • The initial boost of speed heroes receive when leaving the spawn has been increased in duration from 1 second to 2 seconds.
  • Increased maximum potential duration of the speed boost effect from 5 to 6 seconds.

Bug Fixes

GENERAL
  • Fixed an issue where players were not gaining credit when queuing for all roles in challenges and progression stats.
  • Fixed an issue where wall climbing heroes could infinitely ledge grab.
HEROES

CASSIDY

  • Fixed an issue where Deadeye would incorrectly indicate a killing blow on Ramattra.

D.VA

  • Fixed an issue with D.Va’s Boosters movement speed stacking multiplicatively with speed boosting abilities.

LIFEWEAVER

  • Fixed an issue that would cause Lifeweaver’s petal platform to continue to rise when interacting with Mei’s Ice effects.
  • Fixed an issue where Lifeweavers’s petal platform can move horizontally if placed on a moving object.

SIGMA

  • Fixed an issue with Sigma’s Gravitic Flux percentage health damage being affected by damage reduction.

SYMMETRA

  • Fixed an issue where audio would remain muffled if you used a teleporter while hindered.

For more on Overwatch 2, bookmark our game hub for it.

[Source: Play Overwatch]

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Alex Co

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Home > Title Updates and Patches

MultiVersus Update 1.42 for Season 3 Flies Out, Here’s What’s New

The next major update for MultiVersus is now live on all platforms, and this is for the Season 3 (patch 1.3.0) content drop! Those on consoles, this will show up as MultiVersus update 1.42 (curent-gen version 1.042), and delivers The Powerpuff Girls to the line up, the Batman Megamix PvE Rift and more.

MultiVersus Update 1.42/1.042 Patch Notes:

General 

  • SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available!
  • New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS.

Rifts

The “Naptime is Over” PvE Rift is NOW AVAILABLE!

The “Batman Megamix” PvE Rift has been added and will unlock later in the season:

Rift Updates

  • Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3.
  • Rift difficulties are now unlocked based on total gem XP rather than the average level of the player’s top 3 gems.

Rift Combat Updates

  • Updated several level actors to support controller rumble feedback

Ranked

  • If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively
  • Fixed a bug causing RP calculation to read inaccurate skill ratings
  • Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for
  • Losing to players of a higher tier than you now has a lower maximum RP loss

Note: We started with a light touch, if we feel RP gains aren’t appropriate for a significant difference in ranks, we will tune further via server hotfixes

  • Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players
  • Matchmaking favors games with players within a single tier, but may still fallback to two tiers
  • Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations
  • Raised the target MMR for Master
  • Master I players will decay RP for inactivity

Coming In a Future Patch: Win Streaks will be displayed in face-off

Unranked + Ranked:

  • We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking.  This should result in new and returning players getting more appropriate games.

Maps

New Maps:

  • Midnight Showing
  • Midnight Showing (1v1)
  • Dexter’s Lab 2 (1v1)

General

  • Updated several map elements to support controller rumble feedback

Cromulons

  • Center floating platform size increased by 20% on both variants
  • Destructible map elements removed when Hazards are toggled off

Dexter’s Lab

  • Fixed several issues affecting gameplay

Dexter’s Lab 2

  • *NEW* 2v2 variant is added with a 20% map size increase
  • Original variant is now Dexter’s Lab 2 (1v1)

Teen Titans Tower

  • Blast Box width increased 5% on all variants
  • Side walk-off platforms removed when Hazards are toggled off
  • Destructible map elements removed when Hazards are toggled off

Throne Room (1v1)

  • Fixed an issue where background visuals would not always play

Tree Fort

  • Destructible map elements removed when Hazards are toggled off

Trophy’s E.D.G.E. 

  • Floating platforms sizes increased by 20% on all variants

Scooby’s Haunted Mansion

  • Destructible map elements removed when Hazards are toggled off

Ranked Map Pools

1v1 Map Pool

  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2
  • Sky Arena (1v1) has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

2v2 Map Pool

  • Sky Arena has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

Unranked Map Pools

  • Dexter’s Lab has returned to the FFA pool
  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2 in the 1v1 pool
  • Midnight Showing has been added to the FFA and 2v2 pools
  • Midnight Showing (1v1) has been added to the 1v1 pool
  • Water Tower has replaced Water Tower (Locked Door) in the FFA pool

Training Mode

Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions.

  • Added “Hitstun Combo Counter” to Training Mode
  • Improved timing when resetting in Training Mode
  • Changed Bot Behavior to not return the spawn location after being hit

General Combat

Movement Changes

We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here:

  • Certain air attacks now maintain more momentum when executed as part of a dodge attack
  • Certain air attacks now maintain more momentum during attack start-up
  • Certain air attacks now allow fast fall during attack start-up
  • Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge
  • Certain air attacks now maintain less momentum in the direction opposite the fighter’s facing during the attack

Additional Changes

  • Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold
  • Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason
  • Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends

General Bugfixes

  • Fixed an issue where Instant Dodge Aerial specials consumed an air special resource

Perks

  • *NEW* General Perk – Broken Wings
  • Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “
  • *NEW* General Perk – Blind Spot Guard
  • Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.”

Characters

Legend:
= Buff
– = Nerf

~ = Change

= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

With the introduction of the tech system, we have improved Agent Smith’s combo routes.

  • Ground Side Attack 1
    • + Start-up window reduced 1 frame
    • + Hitstun increased
    • ~ Hitpause increased
  • Ground Side Attack 3
    • * Fixed an issue where fighters could become stuck to Agent Smith after this attack
  • Ground Down Attack
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • ~ Now allows fast fall during attack start-up
  • Air Down Attack
    • ~ Now allows fast fall during attack start-up
    • + Now maintains more horizontal momentum during attack start-up
  • Ground Down Special
    • ~ Fixed certain projectile clank interactions

Arya

  • General
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Air/Ground Side Special
    • ~ Fixed certain projectile clank interactions causing the dagger to float in the air
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Banana Guard

Banana Guard was very focused on aerial approaches to do everything, while the ground game was very limited to just KO options. We have improved his gameplay to allow more combo routes and a more unique approach for Banana Guard to explore.

  • Ground Up Attack
    • + On-hit cancel window advanced 4 frames
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • + Now maintains more momentum during attack start-up
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • + Now maintains more momentum in the direction Banana Guard is facing during the attack
    • – Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air Side Special
    • – Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack

Batman

Batman has always had a focus of being a combo based character, however his approach game became very focused around dash attack and aerial down special. This led to multiple changes which slowed his play down, or buried Batman’s combo game being dodge boosted attacks. We have redesigned Batman’s combat to allow a more dynamic gameplay which allows players to find success at all levels of play, and create new unique ways to play Batman.

  • Ground Dash Attack
    • ~ *NEW* Batman’s dash attack is now a flurry of armor breaking punches
  • Air/Ground Neutral Attack (Cooldown)
    • ~ Knockback angle made more downward to allow ground bounces
    • ~ Hitpause increased
  • Ground Up Attack
    • ~ Hitpause reduced
  • Ground Down Attack
    • ~ *NEW* Batman’s down attack is now a slide kick that transitions into a strong kick on-hit. Inputting a second down attack on-hit will instead transition into an armor-breaking leg sweep.
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now allows fast-fall during attack start-up

Beetlejuice

We have introduced new combo routes to Beetlejuice to better explore his grounded gameplay. We have also improved his ability to approach with a combo starter in the air, and expand on his gameplay beyond his strength in jab.

  • General
    • + Dodge attacks now more reliably give full movement momentum
  • Ground Side Attack 1
    • * On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
  • Ground Up Attack
    • ~ Visuals now better match hitbox
  • Ground Down Attack
    • + Movement increased 25%
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • + Now maintains more momentum during attack start-up
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Black Adam

Black Adam was very difficult to contest at a range, or behind a partner. These changes are to address some of the dominance Black Adam had with stage control.

  • Ground Down Attack
    • – Now applies a 6 second cooldown for the lightning tendril projectile
  • Air Neutral Attack
    • – Hitbox size reduced 10%
    • ~ Hitpause reduced
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air/Ground Neutral Special
    • + Start-up window before charge reduced 5 frames
    • – Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds
  • Air/Ground Side Special
    • – Now costs 1 unit of dodge meter
  • Ground Down Special
    • ~ Projectile shield is now destroyed when Black Adam is rung out

Bugs Bunny

  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Bugs
  • Air/Ground Down Attack (Pie)
    • ~ Throwing a pie no longer destroys pies that have been reflected by enemies
  • Air Neutral Attack
    • – Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
  • Air Down Attack (No Pie)
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • * Fixed an issue where Safe was not acting as a heavy projectile while in motion
  • Air/Ground Down Special
    • * Fixed an issue where fighters actions were not canceled upon entering the tunnel
  • “Lingering Love” Perk
    • ~ Fixed certain projectile clank interactions

Finn

Finn has a singular focus of carrying the opponents to the blast zone quickly due to many of his best combos being aerial based. This patch will address the power behind the “Backpack Strength” and some prevention to guaranteed carries.

In an upcoming patch, Finn will be receiving changes to improve the overall combo game retaining his rushdown gameplay, while also bringing focus away from the off stage carries.

  • General
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Air Neutral Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air Side Attack 1
    • + Now maintains more momentum during attack start-up
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special (with BMO)
    • ~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
  • Air Down Special
    • * Fixed an issue where parrying this attack would not put Finn into parry stun
    • – Hitstun reduced
    • ~ Knockback angle made more downward to allow ground bounces
    • ~ Hitbox size is now consistent regardless of coin value
  • “Backpack Strength” Perk
    • – Up special maximum knockback bonus from coins reduced to 125 from 225
    • – Dash attack maximum knockback bonus from coins reduced to 100 from 200
    • – Maximum damage multiplier from coins reduced to 1.25 from 1.5

Garnet

Garnet was experiencing a few gameplay issues that were leading to combos dropping, or facing difficulty in matches contesting faster characters. We have improved the combo routes, added armor to some moves, and improved the attack speed on some of Garnet’s best approaching moves.

  • *NEW* Signature Perk “Thunderclap”
    • Perk effect: Performing ground up special after placing Garnet’s electrical trap will detonate it immediately.
  • General
    • + Hurtbox size reduced on Garnet’s gauntlets
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Ground Side Attack 2 (Down)
    • ~ Knockback angle made more downward to allow ground bounces
  • Ground Down Attack
    • + Now applies armor on start-up after a charge threshold
    • + Now has hitboxes on Garnet’s gauntlets that hit fighters downwards
    • + Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged
  • Air Neutral Attack
    • + On-whiff cancel window advanced 4 frames
  • Air Side Attack 1
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • – Now maintains less momentum in the direction opposite Garnet’s facing during the attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • – On-whiff cancel window after landing delayed 10 frames
  • Air/Ground Neutral Special
    • ~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield
    • + Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds
    • – Rhythm buff stack duration decreased to 5 seconds from 7 seconds
  • Air/Ground Side Special (Cooldown)
    • – Hitbox size reduced so the attack is less likely to hit behind Garnet
    • + Now maintains more momentum during attack start-up
  • Ground Up Special (Cooldown)
    • + Second hit damage increased to 8 from 7
    • + First hit now more consistently combos into second hit
  • “Marker” Perk
    • * Fixed an issue where gauntlets could spawn a star too close to the top blast zone

Gizmo

  • Air/Ground Neutral Attack
    • Start-up window before charge increased 3 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • – Hitbox size reduced to better match visuals
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)

Harley Quinn

  • General
    • * Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
  • Ground Up Attack
    • – On-whiff cancel window delayed 9 frames
    • – Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley
  • Ground Down Attack 1
    • + Now more reliably combos into Ground Down Attack 2
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
    • – On-hit cancel window delayed 7 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Neutral Special
    • ~ Fixed certain projectile clank interactions
  • Air/Ground Side Special
    • ~ Fixed certain projectile clank interactions
    • * Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
  • Air/Ground Down Special
    • ~ Fixed certain projectile clank interactions

Iron Giant

Iron Giant has many changes to knockback angles, dodge boosted attack windows on hit, and adjustments to “Rage” mode in this patch. The focus is to create new combo routes that have a finisher, without allowing longer extensions that guarantee offstage carries. The Rage mode changes will also address the dominance a team gained during this timeframe and level the playing field.

  • General
    • * Fixed an issue where Iron Giant’s hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one.
  • Passive
    • – Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
  • Ground Down Attack
    • + Start-up window reduced 3 frames
    • + Knockback increased to 1550 from 1450
    • + Iron Giant now moves forward while performing this attack to make it easier to connect
    • ~ Knockback angle made more horizontal
    • – On-hit cancel window delayed 5 frames
  • Ground Up Attack
    • + Start-up window before charge reduced 2 frames
  • Air Neutral Attack
    • ~ Final hit Knockback will now always hit away from Iron Giant
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air/Ground Up Special
    • – Now maintains less momentum during attack start-up
  • Rage Ground Side Attack
    • + Projectiles now ignore platforms
  • Rage Ground Down Attack
    • – No longer spawns a shockwave
  • Rage Air/Ground Side Special
    • * Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession

Jake

While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters.

  • Ground Side Attack 1
    • + Start-up window reduced 3 frames
  • Ground Side Attack 3
    • + Knockback scaling increased to 17.5 from 16.5
  • Ground Neutral Attack
    • + Uncharged knockback increased to 1600 from 1500
    • + Uncharged knockback scaling increased to 19 from 18.5
    • ~ Knockback angle made more horizontal
    • + Start-up window reduced 4 frames
    • – On-whiff cancel window delayed 8 frames
  • Ground Up Attack
    • + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
  • Ground Down Attack
    • + Start-up window before charge reduced 2 frames
    • + Knockback increased to 1450 from 1250
    • – Repeat-move lockout increased to 15 frames from 8 frames
  • Air Neutral Attack
    • – Knockback reduced to 1400 from 2000
    • ~ Knockback angle made more downward to allow ground bounces
    • + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
    • + Now maintains more momentum during attack start-up
    • – Repeat-move lockout increased to 23 frames from 8 frames
  • Air Neutral Attack, Special Follow-up
    • – Damage reduced to 10 from 12
    • – On-whiff cancel window delayed 10 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air Up Attack 1
    • + Now maintains more momentum during attack start-up
  • Air Up Attack 2
    • – Knockback reduced to 1150 from 1450
    • + Forearm and hand hurtbox are now invulnerable during the attack
  • Air Down Attack
    • + Now allows fast fall during attack start-up
    • – Now maintains less momentum in the direction opposite Jake’s facing during the attack
    • + Start-up window reduced 2 frames
    • * Fixed an issue where Jake would not always hop on-hit
  • Air/Ground Neutral Special
    • – Jake can no longer jump while there are enemies in his stomach
    • – Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
    • – Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
    • * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
  • Air/Ground Side Special
    • ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
  • “Stay Limber” Perk
    • * Fixed an issue where Jake would not bounce if the player held a down input

Jason

  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

LeBron

Lebron without Basketball was too difficult to find success with, leading matches to focus on a more passive gameplay or trying to keep the basketball as often as possible. We have improved many attacks involving the No Basketball stance so Lebron will feel more fun to play without basketball. Also with the introduction to the grounded tech system, we have added more ways for Lebron to ground bounce opponents for combo starters.

  • General
    • + Basketball hitbox size increased to better match visuals
  • Ground Side Attack 1 (Basketball)
    • + Hitbox size increased
    • + Hitbox active duration increased 2 frames
  • Ground Side Attack (No Basketball)
    • + Start-up window reduced 3 frames
  • Ground Neutral Attack (Basketball)
    • + Start-up window before charge reduced 3 frames
    • + Uncharged damage increased to 6 from 5
    • + Uncharged knockback increased to 1850 from 1750
    • + Uncharged knockback scaling increased to 22 from 20
    • – Charge maximum damage multiplier reduced to 2 from 2.5
    • – Charge maximum knockback Multiplier reduced to 1.75 from 2.25
    • ~ Hitpause reduced
  • Ground Down Attack (Basketball)
    • ~ Hitbox now better matches the visuals
    • ~ Knockback angle made more downward to allow ground bounces
  • Ground Side Attack (No Basketball)
    • + Sped up Startup by 6 frames
  • Ground Down Attack (No Basketball)
    • + Start-up window reduced 6 frames
    • + On-hit cancel window advanced 18 frames
  • Ground Up Attack (No Basketball)
    • + Start-up window reduced 6 frames
    • + Hitbox active duration increased 3 frames
    • + On-hit cancel window advanced 5 frames
    • + LeBron now moves forward while performing this attack to make it easier to connect
  • Air Neutral Attack (Basketball)
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Neutral Attack (No Basketball)
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack (Basketball)
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack (No Basketball)
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack (Basketball)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack (Basketball)
    • + Now allows fast fall during attack start-up
  • Air Down Attack (No Basketball)
    • + Damage increased to 8 from 6
    • + Hitbox size increased to better match visuals
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • + Sourspot hitbox removed
  • Air Up Special (No Basketball)
    • + Start-up window reduced 3 frames

Marvin

While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.

Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch.

  • Ground Dash Attack
    • + Damage increased to 8 from 6
    • + Dash attack better connects all 3 hits reliably
  • Ground Side Attack 1
    • ~ Hitpause reduced
  • Ground Side Attack 2
    • + Damage increased to 4 from 3
    • + On-hit cancel window advanced 1 frame
    • ~ Hitpause reduced
    • + Now can on-hit cancel into a faster version of Ground Up Attack
  • Ground Down Attack
    • – Hitbox sized reduced so the attack is less likely to hit behind Marvin
    • – Start-up window increased 1 frame
    • – On-whiff cancel window delayed 7 frames
  • Air/Ground Neutral Attack
    • ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
  • Air/Ground Neutral Attack (Cooldown)
    • ~ Fixed certain projectile clank interactions
  • Air Side Attack
    • + Now maintains more momentum in the direction Marvin is facing during the attack
    • – Now maintains less momentum in the direction opposite Marvin’s facing during the attack
  • Air/Ground Neutral Special
    • ~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
    • + Now allows more air control during the attack
    • + Hitbox size increased
    • + Hitbox active duration increased 6 frames

Morty

  • Ground Side Attack, Neutral Attack Follow-up (Whip)
    • ~ No longer classified as a “projectile” hit
  • Ground Side Attack 2
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
  • Ground Side Attack 3
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
    • ~ Charge window delayed 3 frames, attack timing updated to compensate
    • This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff
  • Ground Up Attack
    • + Damage increased to 6 from 5
    • + Knockback increased to 1350 from 750
    • * Fixed an issue where this attack’s on-hit cancel window was not being acknowledged
  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack 1
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack 2
    • ~ Hitbox size now better matches visuals
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
  • Ground Side Special
    • * Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
  • Air/Ground Up Special
    • ~ Visuals updated

Reindog

Reindog is a character who is meant to have success as a teammate, but was lacking enough utility to bring to a team compared to others. In our last patch we improved on Reindog’s combo game by returning Side Air Attack to a ground bounce combo starter leading to improvements in the 1v1s space, and this patch we are addressing the 2v2s space. We have improved tether usage, increased KO power when thrown by a teammate, and also improved the movement for down air to allow better team follow ups for KOs.

  • Air Down Attack
    • + Now maintains more downward momentum during attack start-up
  • Air/Ground Neutral Special
    • + Cooldown reduced to 16 seconds from 24 seconds
  • Air Up Special
    • + Ally throw knockback scaling increased to 21 from 17

Rick

Rick has seen recent improvements to special attacks, and with this patch we are improving Rick’s overall combo game. In season’s prior we saw a main focus on usage of Rick’s jab, so we have improved his other tools to allow for a more unique approach to his combat.

  • Ground Side Attack 1
    • + Start-up window before charge reduced 1 frame
  • Ground Side Attack 2
    • ~ Hitbox placement adjusted to better connect into Ground Side Attack 3
    • ~ Knockback angle made more downward to better connect into Ground Side Attack 3
    • *  Fixed an issue preventing a branch into an Instant Aerial Dodge
  • Ground Side Attack 3
    • + Start-up window before charge reduced 1 frame
    • ~ Knockback angle made more horizontal
  • Ground Down Attack
    • + Fart bomb spawn time advanced 12 frames
    • – On-whiff cancel window delayed 12 frames
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – On-whiff cancel window delayed 6 frames
  • Air Up Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Ground Neutral Special
    • + Golf Meeseeks active hitbox duration increased 2 frames
    • + Golf Meeseeks knockback scaling increased to 15 from 11
  • Air/Ground Side Special
    • * Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes
    • * Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo
    • * Fixed an issue where multiple fighters could be teleported at the same time unintentionally
  • Ground Up Special
    • + Hitbox active duration increased 5 frames; now matches air version

Samurai Jack

With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters.

  • Ground Side Attack 3
    • ~ Hitpause reduced
  • Ground Neutral Attack
    • – Uncharged hitbox size reduced
  • Ground Up Attack
    • ~ Second hit knockback angle made more downward to allow ground bounces
    • ~ Hitpause reduced
  • Air Side Attack
    • + Now allows fast fall during attack start-up
  • Air Up Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Special
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
    • ~ Knockback angle made more downward to allow ground bounces
    • + Now maintains more downward momentum during attack start-up
  • Focus Air Down Special
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
    • – Hitbox active duration reduced 1 frame

Shaggy

  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Shaggy
  • Ground Up Attack
    • – Knockback influence multiplier increased to 1.25 from 1.0
  • Air Down Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Neutral Special
    • ~ Will now slowly fall while charging in the air
    • – Maximum rage duration reduced to 7 seconds from 12 seconds
  • Air/Ground Down Special (Sandwich)
    • – Sandwich healing reduced to 2 damage from 5 damage
  • Rage Air/Ground Side Special
    • – On-whiff cancel window delayed 4 frames

Steven Universe

  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • – Now maintains less momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Stripe

  • Air/Ground Neutral Attack
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack
    • – Now maintains less momentum in the air in the direction opposite Stripe’s facing during the attack; ground version unchanged
  • Air Neutral Attack (Cooldown); Ground Version Unchanged
    • + Hitbox active duration increased 2 frames
    • + Damage increased to 6 from 2
    • + Knockback increased to 1000 from 850
    • + Knockback scaling increased to 16 from 12
    • ~ Knockback angle made more downward to allow ground bounces
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum when executed as part of a dodge attack

Superman

  • Ground Side Attack 3
    • – Hitbox sizes reduced so the attack is less likely to hit behind Superman
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • – Maximum hold time reduced to XX seconds from infinite
    • – On-whiff cancel window delayed 13 frames
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air/Ground Down Special
    • * Fixed an issue where the eye lasers could detonate on the incorrect surface

Taz

  • General
    • * Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
  • Ground Neutral Attack
    • ~ Fixed certain projectile clank interactions
  • Ground Down Attack
    • + Movement distance increased
  • Air Neutral Attack
    • – Now maintains less horizontal momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • + Now maintains more vertical momentum during attack start-up

The Joker

  • Ground Side Attack 1
    • – Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself
  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • – Knockback reduced to 1450 from 1550
    • – No longer allows fast fall during attack recovery
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • – On-whiff cancel window delayed 8 frames
    • + Now maintains more momentum during attack start-up
  • Air Neutral Special
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Special
    • – Start-up window increased 5 frames
    • – On-whiff cancel window delayed 5 frames
    • + Now maintains more momentum when executed as part of a dodge attack
    • – No longer allows fast fall during attack recovery
  • “Joker’s Wild” Perk
    • * Fixed an issue where the Joker card and Spade cards could be thrown at the same time
    • * Fixed Joker card not being classified as a normal projectile
    • ~ Fixed certain projectile clank interactions

Tom & Jerry

A majority of Tom & Jerry’s focus revolved around using Up Attack as the all or nothing attack option due to its reward for hitting, and also Tom & Jerry’s lack of other safe approach tools outside of zoning. This led to gameplay in which passive play was the primary choice until you could find a hit with the Up Attack.

With this patch we have adjusted the Up Attack to prevent loops into itself, and resetting with jab. We have also improved their gameplay to allow more unique exploration of the kit with new combo routes.

  • Jerry
    • ~ Fixed cork projectile clank interactions
    • ~ Cork launch height raised to better match visuals
  • Ground Up Attack
    • – Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
  • Ground Neutral Attack
    • + On-hit cancel window advanced 10 frames
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Neutral Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • ~ Knockback angle made more downward to allow ground bounces
    • + On-hit cancel window advanced 10 frames
    • + Hitbox active duration Increased 1 frame
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special (No Jerry)
    • ~ Fixed tennis ball projectile clank interactions
    • ~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected.
  • Air Down Special
    • ~ Fixed certain projectile clank interactions
  • “Dynamite Split” Perk
    • ~ Split dynamite can now be reflected a short duration after they are spawned

Velma

  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • – Now maintains less momentum in the direction opposite Velma’s facing during the attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • – Speech bubbles no longer home to a target once reflected
    • ~ Fixed certain projectile clank interactions for all speech bubble types
  • Air Side Special
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Down Special
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack

Wonder Woman

  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Don’t be surprised to see a follow up patch released for MultiVersus surface, as these are usually patches that fixes bugs that crop up from big updates such as this one.

[Source: MultiVersus]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

New Fallout 76 Atomic Shop Weekly Update for September 17, 2024

It’s a new Tuesday, bringing yet another store refresh for Fallout players. That’s right, the items for sale in Fallout 76’s Atomic Shop have been updated!

As usual, MP1st is here with the new Fallout 76 Atomic Shop weekly update today, September 17’s list of items for sale. Check out this week’s best Atomic Shop items and bundles below.

New Fallout 76 Atomic Shop Weekly Update for September 17:

Fallout 76 Atomic Shop weekly update for September 17

Notable Items This Week:

  • House of Tomorrow C.A.M.P. Kit Bundle – 1500
  • Pheasantly Home Decor Bundle – 1500
  • Mr. Fuzzy Plushie Bundle – 1200
  • Wild Mountain Waystation Bundle – 1500
  • Butterfly Apothecary Bundle – 1800
  • Nuka-Cola Classic Power Armor Paint Set – 1500
  • Deathclaw BBQ Bundle – 1800
  • Suburban Living Bundle – 1800
  • Leo Petrov Bundle – 1800
  • Suburban Backyard Bundle – 1800
  • Evening Room Bundle – 1500
  • Bare Rusted Steel Union Paint – 1200
  • Everything Pink Bundle – 1260
  • Modern Home Kitchen Bundle – 1260
  • Outside in Helvetia Bundle – 1050

What is the Fallout 76 Atomic Shop?

The Atomic Shop is an in-game store in Fallout 76 offering cosmetics, C.A.M.P. objects and more in exchange for a special currency called Atoms. Most purchases are unlocked account-wide, and may be accessed by any character on the account.

Some objects require an in-game plan to be learned in order to gain access, while other items are only unlocked for a single, specified character. All exclusive items are character-bound, and cannot be dropped or traded with other players. The Atomic Shop is accessible at any time from the main menu, as well as the pause screen after leaving Vault 76 for the first time.

That’s it for this week’s refresh. Is there anything in particular that interests you?

If not, there’s always next week, which we’ll have covered, so be sure to check again next Tuesday!

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

New Destiny 2 Weekly Reset September 17, 2024 and Eververse Inventory

As Xur and his wares take their leave from Destiny until next Friday, a new set of weekly activities and Eververse offerings have been pushed out to keep players busy. The new Destiny 2 weekly reset September 17, 2024 refresh of activities is now live, detailed in full below along with the new Eververse inventory.

New Destiny 2 Weekly Reset September 17, 2024 and Eververse Inventory:

Nightfall – The Ordeal: Heist Battleground: Europa

Modifiers:

  • Nightfall: Advanced
    • Shielded Foes: You will face combatants with [Arc] Arc, [Solar] Solar, and [Void] Void shields.
    • Advanced Modifiers: Extra Shields
    • Champion Foes: You will face [Shield-Piercing] Barrier and [Stagger] Unstoppable Champions. Visit the Character or Mod Customization screen to view your active anti-Champion perks.
    • Solar Threat: 25% increase to incoming Solar damage.
    • Empath: Enhanced radar. Take increased damage from melee.
    • Overcharged Weapons: Weapon overcharges from the Seasonal Artifact are active in this activity. Kinetic weapons do increased damage when your Super element matches an active surge.
    • Solar Surge: 25% bonus to outgoing Solar damage.
    • Void Surge: 25% bonus to outgoing Void damage.
    • Overcharged Linear Fusion Rifle: 25% bonus to Linear Fusion Rifle damage.
    • Galvanized: Combatants have more health and are more difficult to stun.
  • Nightfall: Expert
    • All previous modifiers
    • Expert Modifiers: Locked Loadout Extra Shields
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
  • Nightfall: Master
    • All previous modifiers
    • Master Modifiers: Extra Champions Locked Loadout Extra Shields
    • Chaff: Radar is disabled.
  • Nightfall: Grandmaster
    • All previous modifiers
    • Grandmaster Modifiers: Extinguish Limited Revives Contest Join In Progress Disabled Extra Champions Locked Loadout Extra Shields
    • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
    • Limited Revives: Limited fireteam revives. Gain additional revives by defeating Champions.
    • Fire Pit: When defeated, Acolytes spawn fire pools that cause damage over time.

Rewards:

  • Grandmaster reward: The Slammer (Adept)
  • Pinnacle reward: Earn 200,000 cumulative points by completing Nightfalls.

Raids and Dungeons

Weekly Raid and Dungeon

  • Raid: Crota’s End
  • Dungeon: Spire of the Watcher

Raid Challenges & Modifiers

Deep Stone Crypt

  • Red Rover: A challenge awaits…

Vow of the Disciple

  • Defenses Down: A challenge awaits…

Vault of Glass

  • Wait For It…: A challenge awaits…

King’s Fall

  • Hands Off: A challenge awaits…

Root of Nightmares

  • Crossfire Challenge: A challenge awaits…

Last Wish

  • Strength of Memory: A challenge awaits…

Salvation’s Edge

  • Balanced Diet Challenge: “Salvation’s Edge” raid challenge modes.
  • Shielded Foes: You will face combatants with [Solar] Solar and [Void] Void shields. Activity modifiers may add more shield types.

Dares of Eternity: Legend

Contestants: Disciples of the Neigh

  • Round 1: Hive
  • Round 2: Vex
  • Final Round: Valus Ta’aurc

Loot


Pale Heart of the Traveler

Cooperative Focus Mission: Ascent

Join Cayde-6 and Crow on a scouting mission to find a way across a frozen mountain and into the domain of the Witness.


Legacy Activities

  • Neomuna
    • Campaign Mission: Downfall: Infiltrate the heart of Calus’s lair and destroy the Darkness relay.
    • Partition: Hard Reset: Chase down a Shadow Legionary wreaking havoc in the VexNet.
    • Vex Incursion Zone: Límíng Harbor
  • Savathûn’s Throne World
    • Campaign Mission: The Communion: Commune with the Europan Pyramid to strengthen your new Darkness power, Deepsight.
  • Europa
    • Eclipsed Zone: Cadmus Ridge
    • Empire Hunt: The Technocrat: Advanced: Defeat Eramis’s technology expert, Praksis, the Technocrat.
    • Exo Challenge: Simulation: Safeguard: Simulated Skill-Set Training: Test your defensive abilities amongst a Vex onslaught.
  • Moon:
    • Campaign Mission: In the Deep
    • Wandering Nightmare: Fallen Council (Archer’s Line)
    • Trove Guardian is in Hellmouth
  • Dreaming City: Strong Curse
    • Petra is at Rheasilvia.
    • Weekly Mission: Dark Monastery – Provide recon for Petra’s forces by investigating strange enemy activity in Rheasilvia.
    • Ascendant Challenge: Keep of Honed Edges, Harbinger’s Seclude
    • Blind Well: Taken, Plague: Inomina

Miscellaneous

Ada-1’s Wares

Name Description Cost
Cinderchar Equip this shader to change the color of your gear. 10000 Glimmer
New Pacific Sink (Worn) Apply this shader to change the color of your gear. 10000 Glimmer
War Cult Endgame Apply this shader to change the color of your gear. 10000 Glimmer
Upgrade Module A collection of universal components that can be used to infuse power between gear items. Can be purchased from the Gunsmith or acquired from special reward sources. 1 Enhancement Core & 5000 Glimmer

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Buzz Off Emote 700 Bright Dust
Omega Mechanos Plate Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Titan Universal Ornament 1200 Bright Dust
Daito Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Heat-Shielded Apply this shader to change the color of your gear. Shader 300 Bright Dust
Empirical Imperative Apply this shader to change the color of your gear. Shader 300 Bright Dust
Nothing to See Here Emote 3250 Bright Dust
Sand in the Eyes Emote 700 Bright Dust
Golf-Tango Shell Ghost Shell 2850 Bright Dust
Eclipse Hunter Ship 2000 Bright Dust
Sierra-Whiskey Vehicle 2500 Bright Dust
Alone, to Be Joined Equip this weapon ornament to change the appearance of Drang (Baroque). Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 700 Bright Dust
Tetrahedron Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Melchizedek Bramble Apply this shader to change the color of your gear. Shader 300 Bright Dust
Atmospheric Glow Equip this shader to change the color of your gear. Shader 300 Bright Dust
Spark of Joy Equip this shader to change the color of your gear. Shader 300 Bright Dust
Royal Protector Equip this shader to change the color of your gear. Shader 300 Bright Dust
Cabal Shield Breaker Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Ketch Flight Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Lattice Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Petra Venj, The Dreaming City

Name Description Cost Requirement Reward
Ascendant Challenge “The Awoken have long practiced the art of walking between worlds.” —Techeun Kalli 1500 Glimmer 1 Ascendant challenge completed XP++ & Dark Fragment & Legendary Gear
Gateway Between Worlds “The Blind Well can split wide the veins that run between realities.” —Techeun Sedia 40 Dark Fragment 10 Activity completions XP++ & Offering to the Oracle

Eris Morn, Moon

Name Description Cost Requirement Reward
Slow-Wave Disruption Complete waves of Altars of Sorrow in Sorrow’s Harbor. 1000 Glimmer 7 Waves completed Hymn of Desecration
Lunar Spelunker Loot chests in 3 of the Moon’s Lost Sectors. 1000 Glimmer 1 K1 Communion Lost Sector looted & 1 K1 Logistics Lost Sector looted & 1 K1 Crew Quarters Lost Sector looted 1 Firewall Data Fragment

Lectern of Enchantment, Moon

Name Description Cost Requirement Reward
Nightmare Hunter Defeat Nightmares in Nightmare Hunts. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core
Nightmare Sojourner Defeat Nightmares in Lost Sectors across the solar system. Nightmares defeated on the Moon only grant reduced progress. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core

Variks, Europa

Name Description Cost Requirement Reward
Courageous Expedition On Europa, complete Lost Sectors, public events, and patrols. 1000 Glimmer 15 Progress XP++
Controlled Experiment During the Empire Hunt “The Technocrat,” defeat Praksis and earn points by defeating combatants with precision final blows. Higher difficulties grant more efficient progress. 1000 Glimmer 50 [Headshot] Precision & 1 Praksis, the Technocrat defeated XP++

Shaw Han, Cosmodrome

Name Description Cost Requirement Reward
Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 1000 Glimmer 3 Public events XP++ & Glimmer
Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 1000 Glimmer 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP++ & Glimmer

Starhorse, Eternity

Name Description Cost Requirement Reward
Bring the Overkill Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with your Super, disintegrate combatants with high-damage elemental final blows, and complete the activity with an impressive score. 7177 Glimmer 75 Super & 80 Disintegrations & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Pins Pulled Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with grenade abilities or Grenade Launchers, rapidly defeat combatants, and complete the activity with an impressive score. 7177 Glimmer 110 Grenade final blows & 125 Rapidly defeated & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Maximum Temper Complete the following objectives in a single run of Dares of Eternity on Expert difficulty. Objectives will reset if not completed when the activity ends. Pick up Orbs of Power, rapidly defeat combatants, and complete the activity with an incredible score. 11777 Glimmer 100 Orbs of Power & 125 Rapidly defeated & 1 300000 Points 3 Paraversal Haul & 1 Enhancement Prism & XP++ & 150 Strange Favor

Nimbus, Neomuna

Name Description Cost Requirement Reward
Vex Incursion Countermeasures In the Vex Incursion Zone, defeat combatants using Strand to obtain Shellcode Fragments. Open a Terminal Overload Key Chest to obtain a Polymorphic Engine. 1000 Glimmer 8 Shellcode Fragments & 1 Polymorphic Engine XP++ & Polymorphic Shellcode

Seasonal Challenges

Name Description Objectives Rewards

No more records this season!


Notable Armor Rolls

Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Prodigal Helm Ada-1 Helmet 18 2 8 26 2 2 58 1 Enhancement Core & 10000 Glimmer
Warlock Prodigal Hood Ada-1 Helmet 18 2 8 26 2 2 58 1 Enhancement Core & 10000 Glimmer

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > Title Updates and Patches

WWE 2K24 Latest Update Brings Superstar DLC Data, Big Poppa Pump Fixes

Just last week, Visual Concepts released a title update for WWE 2K24 that brought in Scott Steiner’s Big Poppa Pump character into the game, albeit with some issues. Today, that should be fixed, as WWE 2K24 update version 1.19 for last-gen and 1.019 for current-gen is now live! Note that some might have gotten a prompt to download the 1.18 version. If you did, I suggest checking for an update again, as the 1.19 is the one you want to install.

WWE 2K24 Update 1.19/1.019 Patch Notes:

  • Game Stability improvements
  • Addressed various reported concerns related to movesets
  • Addressed reported concerns related to match cards incorrectly changing in Universe mode
  • Addressed reported concerns related to playing special guest referee matches with custom arenas
  • Addressed reported concerns related to Big Poppa Pump (Scott Steiner ’98)
  • Online match stability updates for when Special Moves, Finishers or Paybacks were used

In addition to that, the Superstars DLC pack will be available for players tomorrow, though the data for that should be part of today’s title update download. Per the game’s roadmap, the new wrestlers entering the ring are:

  • Jade Cargill
  • Nia Jax
  • Michelle McCool
  • Carlito
  • Kairi Sane
  • Lyra Valkyria
  • Dragon Lee
  • MyFACTION Content:
  • Superstar Cards

There’s one more DLC drop planned for this Season Pass that’s due for release in November called the WCW Pack.

[Source: WWE 2K]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Minecraft Update 2.97 for Bedrock Version 1.21.30 Now Live, Here’s the Patch Notes

Ready for the next major Minecraft patch? Ready or not, it’s out now! Mojang and 4J Studios have pushed out Minecraft update 2.97, and this is for Bedrock version 1.21.30! This is one meaty patch that includes experimental features, bug fixes and a lot more. Read on for the breakdown and patch notes.

Minecraft Update 2.97 for Bedrock 1.21.30 Patch Notes:

In this week’s changelog, villagers can finally sleep soundly, foxes are getting more hearts, and we’ve got bundles of information about – bundles, which are now available as an experimental feature for all Bedrock players! Villagers will no longer make idle sounds when sleeping (they’re asleep, after all!) and adorable foxes across the Overworld will be waking up to more hearts (10!) – making them hardier friends to tame and travel with. If that wasn’t enough we’ve also implemented some bug fixes, made parity changes, and more.

Experimental Features

Bundles

A Bundle is an item that lets you stack different blocks or items together in the same inventory slot. Different items normally don’t stack together, so you can end up wasting space by only having a few items in each slot. A Bundle lets you pack those items together so there is no wasted space.

  • Bundles are an experimental feature – to use them, you must turn on the Bundle experiment when creating a new world
    • Please note: Bundles are still being polished in the Preview and Betas with bug fixes and tweaks, so you might spot some slight differences in this experimental version!
  • A Bundle is an item that can pack different items together into the same stack
  • A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
  • You can insert items into a Bundle directly in the inventory
  • Bundles have a tooltip that shows the items inside
    • The tooltip fits 3 rows and can always show at least 8 item types
  • You can select any of the visible items to pull out of the Bundle
    • Use the scroll wheel on mouse, the right stick on a game controller, or tap on a touch device
  • When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
  • When holding a Bundle in hand, you can empty it onto the ground
    • In the latest Beta & Preview version, when a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once
  • The Bundle is crafted with one String above one Leather
  • Bundle recipe is now unlocked by obtaining Leather or String

Known Issues:

  • When moving items on touch devices, the wrong item icon may appear briefly
  • Bundles put in Decorated Pots, given to an Allay, or moved through Hoppers and Droppers may lose their contents

Features and Bug Fixes

Blocks

  • Vertically retracting waterlogged blocks with a Piston no longer creates “ghost water” on the client (MCPE-144222)
  • “purpur_block” block is now split into unique instances “purpur_block”, and “purpur_pillar”; the previously unused chiseled and smooth purpur blocks were renamed to “deprecated_purpur_block_1” and “deprecated_purpur_block_2” for backwards compatibility, but are hidden from creative inventory and commands
  • “structure_void” has had its block state removed and “air” variants will be converted to the base block
  • Added new vanilla block and item tags to support vanilla item tier level destruction speeds for data driven blocks
  • All Logs, Stripped Logs, Woods, and Stripped Woods are now treated consistently across various scenarios:
    • Flying mobs that can land on trees will now recognize these blocks as suitable landing positions
    • Parrots will now prefer these blocks as landing spots
    • Previously, these behaviors applied to only a subset of these blocks
  • Kelp can no longer be placed on any type of Fence, instead of just a subset of them
  • Seagrass can no longer be placed on any type of Fence, instead of just a subset of them
  • Turtle Eggs can no longer be placed on any type of Fence, instead of just a subset of them
  • “cobblestone_wall” block is now split into unique instances “cobblestone_wall”, “mossy_cobblestone_wall”, “granite_wall”, “diorite_wall”, “andesite_wall”, “sandstone_wall”, “brick_wall”, “stone_brick_wall”, “mossy_stone_brick_wall”, “nether_brick_wall”, “end_stone_brick_wall”, “prismarine_wall”, “red_sandstone_wall” and “red_nether_brick_wall”
  • “granite_wall”, “diorite_wall”, “andesite_wall”, “stone_brick_wall”, “mossy_stone_brick_wall” and “prismarine_wall” now have a destruction time of 1.5
  • “sandstone_wall” and “red_sandstone_wall” now have a destruction time of 0.8
  • “end_stone_brick_wall” now has a destruction time of 3.0
  • “sponge” block is now split into unique instances: “sponge” and “wet_sponge”
  • Colored Torch block instances, “colored_torch_rg” and “colored_torch_bp”, are now split into unique instances “colored_torch_red”, “colored_torch_green”, “colored_torch_blue”, and “colored_torch_purple”

Crafting

  • When crafting a Firework, adding or removing items from the grid will update the output item appropriately (MCPE-183455)

Full Keyboard Gameplay

  • Added Q and E as left and right click equivalents in JSON UI menus (including inventory menus) when playing in Full Keyboard Gameplay mode.

Gameplay

  • Now Ominous bottle with lower level can still apply Bad Omen effect of lower level, if player had one active before
  • Boats will no longer disappear while sliding on Ice (MCPE-180432)
  • Fixed a crash that could occur when opening a Lectern while a Sticky Piston was moving it. The Lectern now closes the book screen when moved (MCPE-183508)
  • Dismounting a vehicle no longer puts the player inside the ground on some platforms (MCPE-184363) (MCPE-182448)
  • Fixed the collision shape for Trial Spawners; it is now the same size as an ordinary block (MCPE-178305)
  • Added a new death message for when players are defeated by a Mace smash attack
  • Fixed an issue where End Gateway Portal would teleport some players near their End Portal (MCPE-66061)
  • The ‘/camera set’ command will now run in the correct order when an existing camera interpolation is running (MCPE-183986)

General

  • Fixed a bug that caused placeholder textures to appear after minimizing and then restoring the game window
  • Adding input glyph support in the name tags displayed over the entities

Graphical

  • Fixed an issue where Banners were rendered before other transparent objects regardless of their positions (MCPE-130262)
  • Renamed the maximum framerate slider “Framerate Limit” and added a tooltip to better describe its purpose

How to Play

  • Added line break ability for How to Play topic labels instead of having it add “…” when the line gets too long

Items

  • Each Banner Pattern item now includes their pattern type in their name instead of as a subtitle (MCPE-182508)
  • Smithing Template items are now named after their template type instead of the generic “Smithing Template” name
    • They instead specify that they are a Smithing Template through a subtitle in the hover text
  • Unique item textures have been given to each Banner Pattern item to better distinguish between each other
  • Illager Banner has been renamed to Ominous Banner to match Java Edition
  • Fixed block items turning into an incorrect variant when importing worlds older than 1.5.0 (MCPE-181944)
  • EDU: Fixed Material Reducer recipes not working with some flattened blocks such as Andesite or Terracotta

Mobs

  • Fixed custom entity’s name not appearing correctly in death messages (MCPE-158447)
  • The Breeze no longer has a minimum distance required to attack a target (MCPE-183011)
  • Parrot can now imitate Endermite
  • Parrots now imitate Drowned (MCPE-46302)

Multiplayer

  • Fixed an issue where the invite screen in-game would not show the correct substatus

PlayStation®VR

  • Our ability to support PlayStation®VR has come to an end, and will no longer be supported in updates after March of 2025. After you receive the final update, you will still receive updates on your PlayStation® and be able to play without PlayStation®VR. From this point on you can keep building in your worlds, and your Marketplace purchases (including Tokens) will continue to be available. You will no longer be able to use your PlayStation®VR with Minecraft as it will no longer be supported in the latest updates.

Rarity

  • Various items and blocks have had their assigned rarities changed (MCPE-182414)
    • Once these rarity changes come to Java Edition in a future snapshot, all item and block rarities will be in parity across both platforms
  • Rarity is a set of categories which determine the color used to display the name of an item or block
    • It has no gameplay impact, but is used to signal how difficult something is to obtain
    • By default, unless specified otherwise, all items and blocks have a rarity of Common which displays their name in the color white
  • We have re-evaluated the rarity of all items and blocks in the game to more accurately reflect the current challenge of obtaining them, given the following guidelines:
    • Items and blocks become more rare depending on the following factors:
      • The chance of finding it in a loot table, including mob drops
      • The amount of travelling required to obtain it
      • The difficulty of any obstacle which must be overcome to obtain it
      • The possible amount of that item or block which exists in the world
    • Any item or block which can be crafted must inherit the highest rarity of its crafting ingredients
      • For example, a Mace has an Epic rarity because one of its ingredients (the Heavy Core) has an Epic rarity
      • Likewise, any crafted item which has only Common crafting ingredients must also be Common
  • The lists below detail the items and blocks which have changed to that rarity category

Common

  • End Crystal
  • Golden Apple

Epic

  • Elytra
  • Dragon Head
  • Silence Armor Trim

Rare

  • Enchanted Golden Apple
    • Enchanted Golden Apples have become more common in recent years due to being accessible in both Ancient Cities and Trial Chambers, warranting a demotion to Rare instead of Epic
  • Trident
    • We recently increased Trident’s rarity up to Epic from Common, but after re-evaluating we felt that it was easier to obtain than other items in the Epic category such as Heavy Cores or Elytra
  • Nether Star
  • Ward Armor Trim
  • Eye Armor Trim
  • Vex Armor Trim
  • Spire Armor Trim
  • Wither Skeleton Skull
  • Skull Charge Banner Pattern
    • Now that Wither Skeleton Skulls are Rare, these banner patterns should be Rare as well
  • Thing Banner Pattern
    • Now that Enchanted Golden Apples are Rare, these banner patterns should be Rare as well
  • The following Music Discs:
    • Pigstep
    • otherside
    • Creator

Uncommon

  • Sniffer Egg
  • Chainmail Helmet
  • Chainmail Chestplate
  • Chainmail Leggings
  • Chainmail Boots
  • Recovery Compass
  • Disc Fragment 5
  • Nautilus Shell
  • Echo Shard
  • Goat Horns
  • Pottery Sherds
  • Ominous Bottles
  • Ominous Banner
  • Netherite Upgrade
  • Sentry Armor Trim
  • Dune Armor Trim
  • Coast Armor Trim
  • Wild Armor Trim
  • Tide Armor Trim
  • Snout Armor Trim
  • Rib Armor Trim
  • Wayfinder Armor Trim
  • Shaper Armor Trim
  • Raiser Armor Trim
  • Host Armor Trim
  • Flow Armor Trim
  • Bolt Armor Trim
  • The following Music Discs:
    • 13
    • Cat
    • Blocks
    • Chirp
    • Creator (Music Box)
    • Far
    • Mall
    • Mellohi
    • Stal
    • Strad
    • Ward
    • 11
    • Wait
    • Relic
    • 5
    • Precipice

Realms

  • Realms Stories content is no longer cropped when scrolling
  • Text no longer overlaps screenshots in Realms Stories on Galaxy Z Flip devices on any UI size
  • Gamepad legend no longer overlaps with UI elements when choosing a preview realm to create a world on
  • In split screen mode, the subscriptions tab of the settings menu is now only shown to the primary player
  • Realm ID is now displayed in the debug text for preview/beta builds while connected to a Realm or while on associated screens
  • The Realms backup list now displays the date that the backup was created, instead of the age of the backup

Sounds

  • Sculk charge particles now have sound
  • Wither Skeleton now has its own “step” sound (MCPE-174857)
  • Basalt Deltas now has a moody ambient sound again

Stability and Performance

  • Fixed a crash that could occur when loading texture data (MCPE-184728)

Touch Controls

  • Improved new d-pad for touch controls. It is now more compact, includes back strafing buttons and a slightly extended zone outside where camera input is not received in order to prevent unexpected camera movement. When customizing controls, the diagonal buttons are visible as well.
  • Fixes bug where the hide hud command would not hide the dpad touch control

Trial Chambers

  • Replaced the empty chests at the entrance of chamber with a Hopper and Barrel to better show the players that these are meant for disposal and inventory management!

User Interface

  • Fixed a softlock that could occur when purchasing subscriptions
  • Fixed a bug where the ‘Drink’ interaction prompt was not displayed when the player was holding an Ominous Bottle
  • Fixed a bug where player health would be rounded down instead of rounded up, causing the HUD to sometimes only show empty health icons (MCPE-183157)
  • The chat output’s scroll position keeps its position after the game screen re-gains focus
  • Shortened the URL for signing in on another device to microsoft.com/link
  • Added a button in the game menu to take a screenshot. You can view your screenshots in the screenshot gallery on your profile page
  • Beacon title text is no longer different from the other containers in Pocket UI (MCPE-176186)
  • Fixed a bug where crafting category tabs would not be visible in Pocket UI after hiding the recipe book in Classic UI (MCPE-183825)
  • The arrow from the Stonecutter screen is now visible all the time, just like in the other similar screens (MCPE-160236)
  • Fixed an issue where items durability and storage bar was incorrect size and placement on certain screens
  • Added hotkeys to take screenshots in game on controller and keyboard. On mouse/keyboard: F2. On controller: LB+RB, L1+R1, L Button+R Button
  • The icons for the effects will now change size depending on the GUI scale (MCPE-180238)
  • Fixed an issue where the world seed template button may be missing in the Create New World screen

Vanilla Parity

  • Snow Golems with Fire Resistance no longer take damage in warm biomes (MCPE-94448)
  • Uncarved pumpkin blocks can no longer be used to create Snow Golems and Iron Golems (MCPE-33801)
  • When an item is enchanted, their rarity status is now increased depending on their base rarity
    • If the base rarity of an item is Common or Uncommon, it will become Rare when enchanted
    • If the base rarity of an item is Rare, it will become Epic when enchanted
    • If the base rarity of an item is Epic, it will stay Epic when enchanted
  • Entities falling into water now make the same splashing sound as in Java Edition (MCPE-44120)
  • Fixed a bug where a standalone Scaffolding block could not be placed on top of a Structure Block (MCPE-169818)
  • Enchantments which only have one possible level no longer display their level “I” in their name
  • The names of many items and blocks were brought to parity with Java Edition. The following list details the old names to the left, and the new names to the right: (MCPE-101388)
    • Book & Quill -> Book and Quill
    • Chain Helmet -> Chainmail Helmet
    • Chain Chestplate -> Chainmail Chestplate
    • Chain Leggings -> Chainmail Leggings
    • Chain Boots -> Chainmail Boots
    • Enchanted Apple -> Enchanted Golden Apple
    • Cooked Beef -> Steak
    • Melon -> Melon Slice
    • Glistering Melon -> Glistering Melon Slice
    • Milk -> Milk Bucket
    • Seeds -> Wheat Seeds
    • Snow -> Snow Block
    • Top Snow -> Snow
    • Grass -> Short Grass
    • Double Tallgrass -> Tall Grass
    • Sugar Canes -> Sugar Cane
    • Clay Block -> Clay
    • Clay -> Clay Ball
    • Sea Turtle Spawn Egg -> Turtle Spawn Egg
    • Sea Turtle Egg -> Turtle Egg
    • Brick Block -> Bricks
    • Nether Brick Block -> Nether Bricks
    • Red Nether Brick -> Red Nether Bricks
    • Prismarine Bricks Slab -> Prismarine Brick Slab
    • Stone Bricks Slab -> Stone Brick Slab
    • Bricks Slab -> Brick Slab
    • Infested Stone Brick -> Infested Stone Bricks
    • Daylight Sensor -> Daylight Detector
    • Enchantment Table -> Enchanting Table
    • Weighted Pressure Plate (Heavy) -> Heavy Weighted Pressure Plate
    • Weighted Pressure Plate (Light) -> Light Weighted Pressure Plate
    • Slightly Damaged Anvil -> Chipped Anvil
    • Very Damaged Anvil -> Damaged Anvil
    • Head -> Player Head
    • Light Block -> Light
  • The name of the Stone Mason villager profession has been renamed to Mason to match Java Edition
  • Mooshrooms now spawn at light level 9 and above (MCPE-66830)
  • Fixed Mushroom Farms in Woodland Mansions that incorrectly spawned Dirt instead of Coarse Dirt
  • The following blocks have been brought to parity with Java Edition for Redstone power:
    • minecraft:mangrove_roots -> now powered (MCPE-153838)
    • minecraft:beacon -> no longer powered
    • minecraft:tnt -> no longer powered
    • minecraft:sea_lantern -> no longer powered (MCPE-79271)
  • When mining Top Snow with a Silk Touch enchanted Shovel, Top Snow is now dropped in an amount corresponding to the number of layers of the block (MCPE-59729)
    • If there are 8 layers, a Snow Block will be dropped instead
  • Players can now craft two Cyan Dye from one Pitcher Plant (MCPE-171061)
  • Foxes now have 10 health (MCPE-48233)
  • Villagers no longer make idle sounds when sleeping

Technical Updates

AI Goals

  • Removed the minecraft:behavior.peek AI goal component that was never used

Add-Ons and Script Engine

  • Removed deprecated behavior pack download related code from packets in the world join flow
  • Fixed a bug where all custom blocks were rotated 180 degrees in the UI
  • The default for the “gui” “item_display_transforms” “rotation” field is [30, 45, 0] instead of [30, 225, 0]
    • “item_display_transforms”: {
      “gui” : {
      “translation”: [0, 0, 0],
      “rotation”: [30, 45, 0],
      “scale”: [0.625, 0.625, 0.625],
      “rotation_pivot” : [0, 0, 0],
      “scale_pivot” : [0, 0, 0],
      “fit_to_frame” : true
      }
      }

API

  • Fixed the isEmoting method on Player (MCPE-180083)
  • Released class BlockRecordPlayerComponent from beta to 1.14.0
    • Released UIManager class from Beta to 1.3.0
    • Released closeAllForms method on UIManager from Beta to 1.3.0
  • @minecraft/server
    • Released playerEmote World after event from Beta to 1.14.0
  • Released EntityQueryPropertyOptions from beta to 1.14.0
  • Moved EntityStrengthComponent from beta to 1.13.0
  • Fixed an issue where @minecraft/server-ui version 1.3.0 was not accessible
  • Changes to iterators to make them properly store their own state, be simplified and better handle common usages
  • Fixed the next method for iterable objects
  • Moved Target Selector for Actor Properties APIs from beta to 1.14.0

Blocks

  • Fixed minecraft:repeating_command_block to not execute when changing to needs redstone from automatic
  • The “item_display_transforms” field in block geometries no longer requires the “Upcoming Creator Features” toggle
  • “tnt” block is now split into unique instances: “tnt” and “underwater_tnt”
  • Parsing blocks.json now produces a Content Error if its format_version is greater or equal than the block names it overrides
  • The following block names are now considered outdated in “blocks.json” from format_version 1.21.30 onward (MCPE-100267)
    • minecraft:carpet
    • minecraft:colored_torch_bp
    • minecraft:colored_torch_rg
    • minecraft:concrete
    • minecraft:concrete_powder
    • minecraft:coral
    • minecraft:coral_block
    • minecraft:coral_fan
    • minecraft:coral_fan_dead
    • minecraft:coral_fan_hang
    • minecraft:coral_fan_hang2
    • minecraft:coral_fan_hang3
    • minecraft:double_plant
    • minecraft:double_stone_block_slab
    • minecraft:double_stone_block_slab2
    • minecraft:double_stone_block_slab3
    • minecraft:double_stone_block_slab4
    • minecraft:double_wooden_slab
    • minecraft:fence
    • minecraft:hard_stained_glass
    • minecraft:hard_stained_glass_pane
    • minecraft:leaves
    • minecraft:leaves2
    • minecraft:light_block
    • minecraft:log
    • minecraft:log2
    • minecraft:monster_egg
    • minecraft:planks
    • minecraft:red_flower
    • minecraft:sapling
    • minecraft:shulker_box
    • minecraft:stained_glass
    • minecraft:stained_glass_pane
    • minecraft:stone_block_slab
    • minecraft:stone_block_slab2
    • minecraft:stone_block_slab3
    • minecraft:stone_block_slab4
    • minecraft:stonebrick
    • minecraft:tallgrass
    • minecraft:terracotta
    • minecraft:wood
    • minecraft:wooden_slab
    • minecraft:wool
  • “chemistry_table” has been split into 4 unique instances: “compound_creator”, “material_reducer”, “element_constructor”, and “lab_table”
    • Requires the Education Edition toggle
  • Added new experimental field “item_specific_speeds” to “minecraft:destructible_by_mining” block componentCommands
  • The /locate structure command output now displays the identifier of the found structure instead of its name
  • Added all parameter to /reload command. This causes players to quit the world and rejoin, as well as reloading all behavior and resource packs

Entity Components

  • “behavior.fire_at_target” is no longer restricted to Vanilla content
    • This goal allows an entity to attack by firing a shot with a delay
  • “behavior.jump_around_target” is no longer restricted to Vanilla content
    • This goal allows an entity to jump over and around a target
  • “behavior.move_around_target” is no longer restricted to Vanilla content
    • This goal allows an entity to move around a target

General

  • Updated Feature Rules auto-generated documentation

Graphical

  • Fixed a bug that caused moon to appear darker (MCPE-172971)
  • Fixed a bug where culling rules for data driven blocks did not rotate with the transformation component

Items

  • Added a content error for if an icon can’t be found with icon_name from minecraft:icon in 1.10 data
  • Fixed an issue where item components would not initialize on remote clients
  • Added “minecraft:rarity” item component which allows specifying the rarity of an item
    • It has a single field “value” which accepts the following values:
      • “common”
      • “uncommon”
      • “rare”
      • “epic”
    • Can also be written as an inlined value like so: “minecraft:rarity”: “uncommon”
    • The rarity of the item will determine which color it uses for its name
      • If the item has a “minecraft:hover_text_color” component specified, that hover text color will take priority and be used instead of the rarity color
  • Item data versioned 1.16.100+ can now be overridden by item data versioned 1.16.100+ higher in the pack stack
  • Enables Creators to override 1.16.100+ data driven Vanilla items with 1.16.100+ data
  • Added “minecraft:storage_item” item component to allow an item to store data of the dynamic container associated with it
    • This component requires that the Bundles toggle is enabled
    • A dynamic container is a container for storing items that is linked to an item instead of a block or an entity
    • To use this component the item must have “minecraft:max_stack_size” set to 1
    • The “max_slots” field (1 to 64) defines the number of slots of the dynamic container
    • The “max_weight_limit” field defines the maximum allowed sum of the weight of the items in all slots of the dynamic container
      • Items that stack to 64 weigh 1 each, those that stack to 16 weigh 4 each and unstackable items weigh 64
    • The “allow_nested_storage_items” field allows for other items with a “minecraft:storage_item” component to be put inside it
    • The “weight_in_storage_item” (0 to 64) defines the additional weight the item adds when inside another storage item
      • A value of 0 means that this item is not allowed inside another storage item
    • The “banned_items” field defines the items that are not allowed in the item’s dynamic container
    • The “allowed_items” field defines the items that are exclusively allowed in the item’s dynamic container
      • If empty all items are allowed in the item’s dynamic container
  • Added “minecraft:bundle_interaction” item component to enable bundle-specific interaction scheme and tooltip
    • This component requires that the Bundles toggle is enabled
    • To use this component the item must have a “minecraft:storage_item” component defined
    • The “minecraft:bundle_interaction” component interacts with the container created by the “minecraft:storage_item” component
    • The “num_viewable_slots” field (1 to 64) defines the maximum number of item stacks accessible from the top of the bundle, while other slots are hidden
    • Textures named [item_name]_open_front and [item_name]_open_back must be added to textures/textures_list.json
  • The minecraft:dyeable component is now exposed to creators

Trade Tables

  • The Trade Table files are now versioned
    • TradeTier’s “total_exp_required” is a required member from version 1.21.30
    • TradeTier’s “groups” is a required member from version 1.21.30
    • TradeItem’s quantity “min” cannot be lower than “max” from version 1.21.30

Loot Tables

  • Added “set_potion” item function for loot tables which can set the potion type of compatible items with a potion id
    • It has a single field “id” which accepts the following potion id values:
      • “water”
      • “mundane”
      • “long_mundane”
      • “thick”
      • “awkward”
      • “nightvision”
      • “long_nightvision”
      • “invisibility”
      • “long_invisibility”
      • “leaping”
      • “long_leaping”
      • “strong_leaping”
      • “fire_resistance”
      • “long_fire_resistance”
      • “swiftness”
      • “long_swiftness”
      • “strong_swiftness”
      • “slowness”
      • “long_slowness”
      • “strong_slowness”
      • “water_breathing”
      • “long_water_breathing”
      • “healing”
      • “strong_healing”
      • “harming”
      • “strong_harming”
      • “poison”
      • “long_poison”
      • “strong_poison”
      • “regeneration”
      • “long_regeneration”
      • “strong_regeneration”
      • “strength”
      • “long_strength”
      • “strong_strength”
      • “weakness”
      • “long_weakness”
      • “wither”
      • “turtle_master”
      • “long_turtle_master”
      • “strong_turtle_master”
      • “slow_falling”
      • “long_slow_falling”
      • “wind_charged”
      • “weaving”
      • “oozing”
      • “infested”
    • The following types of items are compatible with the “set_potion” function:
      • Potion
      • Lingering Potion
      • Splash Potion
      • Arrow

Resource and Behavior Packs

  • The player’s “helmet_layer_visible” variable is now based on the result of the has_head_gear Molang query and the player and persona render controller’s part visibility for the helmet layer no longer checks for the existence of head gear. This fixes attachable scripts setting the “helmet_layer_visible” to 1.0 to now properly work and maintains a fix that prevents persona hair and head gear from clipping outside of mob and Pumpkin heads (MCPE-183058)

Sounds

  • Specifying an invalid sound event in a sounds.json file will now trigger a content error

Structures

  • Fixed minecraft:structure_block debug bounding box rendering when clients initially load server worlds containing one

Experimental Technical Updates

Add-Ons and Script Engine

  • Added “item_display_transforms” control to the block geometry file. This controls the way a block is visually represented in the UI, on the player, and floating on the ground. It exists inside the minecraft:geometry json object and requires geometry format_version 1.21.0 and the “Upcoming Creator Features” toggle
    • Default values example:
      • “item_display_transforms”: {
        “gui” : {
        “translation”: [0, 0, 0],
        “rotation”: [30, 225, 0],
        “scale”: [0.625, 0.625, 0.625],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0],
        “fit_to_frame” : true
        },
        “firstperson_righthand”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 45, 0],
        “scale”: [0.4, 0.4, 0.4],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “firstperson_lefthand”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, -135, 0],
        “scale”: [0.4, 0.4, 0.4],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “thirdperson_righthand”: {
        “translation”: [0, 2.5, 0],
        “rotation”: [75, 45, 0],
        “scale”: [0.375, 0.375, 0.375],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “thirdperson_lefthand”: {
        “translation”: [0, 2.5, 0],
        “rotation”: [75, 45, 0],
        “scale”: [0.375, 0.375, 0.375],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “ground”: {
        “translation”: [0, 3.0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [0.25, 0.25, 0.25],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “fixed”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [0.5, 0.5, 0.5],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “head”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [1, 1, 1],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        }
        }

API

  • PlayerInteractWithBlockBeforeEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false if triggered on holding the interaction button
  • PlayerInteractWithBlockAfterEvent
    • Added property readonly beforeItemStack?: ItemStack to beta. This is the item the player was selecting before the interaction succeeded
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false if triggered on holding the interaction button
    • This after event will no longer always trigger on an empty hand. The interaction with the block needs to be successful for it to trigger the after event.
  • PlayerInteractWithEntityAfterEvent
    • Added property readonly beforeItemStack?: ItemStack to beta. This is the item the player was selecting before the interaction succeeded
    • Cancelling the before event will now no longer trigger the after event
    • This event will now only be triggered on a successful interaction
  • ItemUseOnBeforeEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false on events triggered from holding the interaction button
  • ItemUseOnAfterEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false on events triggered from holding the interaction button
  • Moved class PlayerCursorInventoryComponent from beta to 1.14.0

Blocks

  • Fixed an issue with ‘minecraft:redstone_conductivity’ support for custom blocks (MCPE-178339)

Camera

Once a new Minecraft patch is out — be it for vanilla or the preview version — we’ll let our readers know. Keep tabs on our Minecraft coverage here.

[Source: Minecraft]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Apex Legends New Update for September 17 Jets Out for Space Hunt, Here Are the Patch Notes

As expected given the announcement last week, Apex Legends’ Space Hunt Event download is now live, and this brings a new mode, new cosmetics to earn, and a load of balance changes affecting legends, weapons, hop ups and more. Those on consoles will see this as Apex Legends update 2.66, and version 1.00.080 on current-gen.

Read on for the complete patch notes below, which we’ve sorted into a table for an easier read.

Apex Legends Update 2.66/1.000.080 Patch Notes for Space Hunt Event:

22.1 Mid-Season Patch Notes

Summary of Space Hunt Event

  • New Knockout LTM – Players and their squad must Capture Zones and Score Evo to earn points in this objective-based LTM, with the five lowest-scoring teams eliminated for each round. Watch out or get out.

    • Amped Knockout Trials – For a limited time, Legends can take on weekly challenges to permanently unlock two pivotal Legends, Crypto and Wattson. Players who complete both sets of unique Legend challenges will be rewarded with an additional Epic badge.

  • 36 Galactic Bounty Hunter-Themed Cosmetics & Reward Shop – Throughout the event, players can reap their Bounty Bucks for items in the Reward Shop including two Epic+ Skins for the Havoc and Prowler. Uncover 36 astronomical event cosmetics, with each unlock pushing them closer to killer Milestone Rewards.

    • Introducing An All-New Melee Cosmetic – Wield the all-new “Serpent’s String” Universal Melee Cosmetic, which can be upgraded to include Pentakill Fangs (Holographic Kill Counter) and a Deathbox Effect

BALANCE UPDATES

Gold Weapons Rotation
  • Mozambique Akimbo, P2020 Akimbo, EVA-8, VK-47 Flatline, G7 Scout

GAMEPLAY UPDATES

Loot Bin Reset

  • Added Announcer voice line when Loot Bin Reset has triggered for improved clarity
  • Reduced spawn rate for some high value loot (backpacks, hop ups, gold attachments) after reset
  • If a Loot Bin is opened just before the reset happens, loot from that bin will be thrown out onto the ground ensuring players can grab desirable items instead of those items being deleted
  • Legendary Loot Bins will roll fewer Gold items via Smart Loot when opened
  • Mythic Loot Bins will roll large healing items more consistently
  • Updates to Legendary (Gold) Loot Bin spawning logic which reduces the number of spawned Gold Bins and more consistently distributes them across the playable space

Dev Note: You should be rewarded for surviving to the late game. More consistent access to high value loot with Loot Bins has been a great reward, however the rewards were a bit too generous. We’ve reduced the rates of the best items that end the loot chase too soon to maintain the value of continuous looting after Loot Bin Reset. Additionally, no one loves the experience of opening a Loot Bin and seeing something they want, only to have the reset slam it shut in their face. Getting that loot onto the ground ensures you get the full value out of a Loot Bin regardless of the reset timing.>Loot Ticks

Loot Ticks

  • Greatly improved the contents of loot ticks
  • Removed white and blue rarity attachments and equipment from possible loot
  • Increased the chances to receive gold weapons
  • Removed Phoenix Kit and hop-ups from possible loot

Dev Note: Long have Loot Ticks been a bit underwhelming. We’ve increased their power to be more on par with other, more recent sources of high tier loot acquisition.

WEAPONS & LOOT UPDATES

Havoc Rifle

  • Removed Turbocharger as a Hop-up

Dev Note: Even after our most recent round of nerfs, the Havoc is still overperforming compared to our other weapons. Removing its high-valued chase item is intended to tamp down its power level.

R-99 SMG [Care Package]

  • Damage fall-off at 11+ meters increased to 11
  • Improved recoil

Ammo

  • Ammo that spawns with a weapon will now always be a single brick, but with twice the ammo

Dev Note: Previously, there was a 70% chance to spawn two separate ammo bricks and a 30% chance to only spawn one when a weapon spawned with its corresponding ammo. We’ve changed this to clean up the number of items on the ground and slightly increase the ammo economy.

Hop-ups

  • Reduced spawn rate of Gun Shield Generator
  • Removed Turbocharger from loot pool

Ultimate Accelerant

  • Rarity increased to Purple (was Blue)
  • Reduced spawn rate
  • Increased movement speed while using

Dev Note: Ult Accelerants are in a tricky spot. Their power is clear to some players, being able to chain multiple ultimates in a single engagement, while other players will leave them on the ground in favor of other loot. We want all of our players to understand the power that comes with the Ult Accelerant, but we also don’t want to mess too much with the careful balancing act that comes with Legend ult timing. This change aims to decrease the cadence with which they can be used while also making their power more obvious and convenient to access.

LEGENDS UPDATES

Fuse

  • Hard capped the max radius of the scan area to be 450 (+50% of default ring/flat surface)
  • Disallowed mortar targeting on multiple objects within the players control to prevent perfect setups

Dev Note: We gave Fuse the ability to see enemies inside the mortar ring as a quality of life improvement. The scan area would scale as large as necessary to match the area of the ring. This had the unintended side effect of giving a very large scan area when shot on tall objects. Our intention for the ult is to primarily be an area of effect ability, not an information gathering ability.

Rampart

  • Lowered delay before you can re-enter Sheila turret to 0.15s (was 1s)

Revenant

  • Forged Shadows
  • Reduced shield health to 50 (was 75)
  • Activation time doubled

Valkyrie

  • Now Recon Legend (was Skirmisher)
  • Full Tank upgrade now includes a 50% reduction in refuel delay to 4s (was 8s)
  • Gains Threat Vision while jetpacking, stays on until feet hit the ground/zipline
  • Jetpack UI now has a ‘refuel delay’ timer
  • More agile jetpack handling that feels similar to Valk’s release
  • Various buffs to improve reliability and output from Tac
  • Move slow stun duration increased by 50%
  • Missile explosion radius increased by 20%
  • Min attack range decreased by 25% (can hit enemies that are closer)
  • Max missile travel time now 4s (was 4.5s)
  • Fire rate for launching all missiles now 25 (was 18)
  • Upgrades
  • Aerial Expert: removed
  • Full Coverage: moved to Level 2, added reduced Tac cooldown
  • NEW Eyes in the Sky: ignores the LoS check on skydive HUD scan, increases HUD highlighting range by 40m

Dev Note: As Evac Towers rose, Valk’s fall from grace was no surprise. After 16 months of everyone having access to more macro-mobility, we used this midseason update to improve all facets of her kit and reevaluate her role as a Skirmisher. We felt that gating full ult potential behind upgrades was still an important playstyle decision and power check for someone with a jetpack for a passive. Do you prefer the combat strength gained from jetpack and tactical upgrades? Or will you opt for skydiving upgrades that can help you spot good landing locations in crowded endgames? Regardless, Threat Vision while jetpacking and her skydive HUD solidify her as a unique Recon pick: “They can have the ground, I own the sky.”

MAPS

Pubs & Ranked

  • E-District
  • Olympus
  • Kings Canyon

MODES

Duos

  • Returns September 17, 2024
  • Available until the end of Shockwave

New Mode: Knockout

  • New 60 player, 20 squad, points-based BR mode
  • Squads capture zones and collect EVO to earn points
  • Five lowest scoring squads are eliminated at the end of each round
  • Players have infinite respawns until the Sudden Death finale
  • After 3 rounds, the remaining 5 squads are redeployed for a Sudden Death finale
  • Last squad standing wins!

MIXTAPE

  • Map Rotations
  • September 17-October 14, 2024
  • TDM: Thunderdome, Skull Town, Estates
  • CONTROL: Caustic Treatment, Labs, Barometer
  • GUN RUN: Wattson’s Pylon, Estates, Skull Town
  • October 15-21, 2024
  • TDM: , Thunderdome, Skull Town
  • CONTROL: , Labs, Caustic Treatment
  • LOCKDOWN: Estates, Skull Town
  • October 22-28, 2024
  • BIG TDM: Estates, Skull Town
  • CONTROL: Thunderdome, Lava Siphon
  • GUN RUN: Wattson’s Pylon, Fragment
  • October 29-November 4, 2024
  • BIG TDM: Thunderdome, Skull Town
  • CONTROL: Labs, Caustic Treatment
  • GUN RUN: Estates, Skull Town

RANKED

Ranked has gone through many different layers through the years and of course every player has their favorite rendition. At the end of Upheaval, we stopped baking you Ranked cakes and started baking you Rumble pies. It was a limited run and some of you ate the pies, but realistically everyone that comes to the cake shop is there for cake.

To cut the metaphors, our very first Ranked Rumble was met with rumbles. It didn’t deliver or align with why you’re playing Ranked: grinding for that sweet, sweet icing RP. You let us know about this misalignment and it was also reflected in our participation data. We set out to create a competitive experience that would offer a different flavor and we missed the mark.

Ranked Rumble will not be going live today or at the end of the Shockwave season. We’re going to take it offline and rework some of the fundamental systems to allow for the following goals to be achieved:

  • Ranked Rumble should add to the existing Ranked experience, not be a substitute
  • Provide a way to earn bonus rewards for competing directly against other players in your tier
  • Provide an opportunity for meaningful competition and comparison once you have reached your skill cap
  • Capture some of the Top Predator placement magic at every Ranked tier
  • Create some of the best matches that Ranked has to offer by bringing more players together
  • Create more opportunities for us to gather and respond to feedback, which allows us to dial-in the experience to be more fun and worth your time investment

Ranked Rumble will see a tentative return next season. We hope you’ll continue to enjoy Shockwave’s Ranked and look forward to us talking about Ranked Rumble again in the very near future.

BUG FIXES

  • Looking for something else? Our public Trello board is updated weekly with the status of bugs that we can talk about ahead of the patch note drops. We also update our game status here for those of you not on other social platforms.
  • DX12 PC: fixed issue that prevented Apex from working on third gen Intel CPUs like 3570 and 3770
  • Fixed a long standing bug that could cause servers to crash
  • Fixed rare case where you could get crushed when mantling over open Loot Bin
  • Legendary Loot Bins will no longer spawn too near each other or in clustered groups
  • Low Ammo indicators will no longer spam while you’re unarmed
  • Minimap icons for used/empty Perk Loot Bins will no longer display
  • R-99 restored to Care Packages in Mixtape TDM and Big TDM
  • Restored ADS red dot while using “Celestial Sniper” Longbow skin
  • Restored Zipline upwards from the second floor of Wattson’s Pylon on Storm Point
  • Teams with all max level players can no longer interact with Evo Harvesters
  • Vastly reduced the likelihood of being in a constant state of rubberbanding

Loot Bin Reset

  • Fixed rare crash related to opening Mythic Supply Bins after Loot Bin reset
  • Loot Bin Reset warnings while spectating now shown at correct times

Legends

  • Crypto: EMP will no longer occasionally trigger while recalling Hack
  • Mad Maggie’s passive will now trigger when hitting gunshields
  • Newcastle’s “Swift Speed” upgrade now works as intended
  • Wattson’s Emergency Power upgrade will now affect teammates and ult accels
  • Resolved issue with Wattson’s health regen in Mixtape

QUALITY OF LIFE

  • Added the ability to manage your inventory while healing and ziplining
  • Valkyrie: can now cancel the her Tac by melee punching

E-District

  • Added assets to aid in climbing up walls in certain areas
  • Added two survey beacons to the north side of the map
  • Electro Dam’s spillway slope can now be traversed upwards
  • Ground loot and Loot Bin count has been increased
  • 100 Loot Bins have been added to the map
  • Buses now have ground loot
  • Various buildings have had their ground loot slightly increased
  • Reduced the amount of possible high-tier loot spawning at The Lotus
  • Relocated Blossom Drives crafter to the far West side
  • Resolved a number of additional bugs and rat spots

GRAPHICS

  • DX12 PC: made it easier to use stretched res with a DX12-only CVar, “mat_letterbox_aspect_min”. Setting this value to 1.0 as a launch argument, such as +mat_letterbox_aspect_min 1.0, will let Apex stretch the game resolution as the last-stage of rendering in full screen mode, so that players shouldn’t need to modify anything in system settings or in a GPU vendor’s control panel
  • Fixed some performance issues for quad-core CPUs that were introduced Upheaval mid-season
  • GPU performance optimizations for rendering FX like legend abilities

[Source: Apex Legends (Twitter)]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Fallout 76 New Update 1.96 Brings Caravans and More This Sept. 17

Bethesda has pushed out a hotfix for Fallout 76 today that’s live on all platforms as part of the maintenance on the game’s servers. Those on consoles can see Fallout 76 update 1.96 available now, and it’s a smaller patch download than what we’re used to.

This title update activates Caravans, loot issues and more. Read on for the official patch notes straight from the studio.

Fallout 76 New Update 1.96 Patch Notes for Sept. 17:

Today we deployed a updated on all platforms to activate Caravans!

The new quest “A Bump in the Road” will start your career as a caravan leader as you make your mark on Skyline Valley.

You’ll find the patch notes for today’s update below:

  • Various stability and performance improvements
  • Fixed an issue causing the Red and White Rose Bushes and Meat Locker to appear invisible when placed
  • Fixed an issue that caused downed enemies to despawn without leaving their loot piles
  • A prompt will now appear when attempting to scrap any item that has a skin, is a seasonal item, or is from the Atomic Shop

Note that the patch notes for today do not mention the Pip Boy bug has been fixed, and this is something that was noted as a known issue back in the Milepost Zero patch released earlier this month.

Known Issues

  • The team is aware and are continuing to investigate reports of lag when using the Pip-Boy. We thank you for your patience. If you are experiencing this issue, please contact our Customer Support team so we can collect more information.

This means that the compass bug, Powerhouse quest issue and other stuff haven’t been fixed it seems. Let’s hope another patch is released by Bethesda next week that addresses these issues.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Rainbow Six Siege’s New Update for September 17 Brings Skopos Adjustments and More

Following last week’s big Y9S3 patch for Rainbow Six Siege, Ubisoft has addressed some of the issues with the new operator, Skopós in today’s title update. Those on consoles will see this as Rainbow Six Siege update version 2.83 on last-gen, with current-gen tagged as version 1.000.087. This brings a short list of fixes that affect the operator and more which we’ve listed in the patch notes below.

Rainbow Six Siege New Update Version 2.83/1.000.087 Patch Notes:

  • Fixed – Shell model becomes stretched for other players after swapping shells.
  • Fixed – Skopós is in the incorrect position and distorted on the victory screen.
  • Fixed – Skopós idle shell can’t see Nokk when she’s using her Hel Presence Reduction and Running.
  • Fixed – Certain bundles make Clash, Fuze, Thunderbird, & Aruni invisible.
  • Fixed – Multiple causes of crashes.

That’s about it. While the Y9S3 patch was already pushed out, Ubisoft also revealed some of the other plans they have incoming to the gmae, which we’ve written down from the invite-only event we attended for R6 Siege.

For more on Rainbow Six Siege coverage, stick here to MP1st.

[Source: Rainbow Six Siege (Twitter)]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

No Man’s Sky Update 5.012 for Version 5.12 Sails for Various Bug Fixes

Continuing with its bug fixes for No Man’s Sky’s Aquarius content drop, Hello Games has now rolled out No Man’s Sky update 5.012, which is called version 5.12 by the studio. This brings bug fixes to the fishing activity, Photo Mode and more, with the full details available in the patch notes below.

No Man’s Sky Update 5.012/5.12 Patch Notes:

Bug Fixes

  • Fixed an issue that caused some expedition posters to be missing from the catalogue.
  • Fixed an issue that could cause fishing to be interrupted when another player warped out from the system.
  • Fixed an issue that caused the Exo-Skiff’s inventory to be too small on pre-existing saves.
  • Fixed an issue that allowed two fishing rigs to be installed at once.
  • Fixed a number of issues that could cause fish to occasionally surface above the water.
  • The fishing float now more accurately floats on the water surface.
  • The Exo-Skiff now protects against environmental hazards.
  • Fixed a number of minor visual issues with the Lost Angler’s Rig.
  • Fixed an issue that caused Gek characters to appear to talk while fishing.
  • Fixed an issue that caused the Photo Mode camera to collide with the Exo-Skiff.
  • The Exo-Skiff’s cool storage inventory is now accessible at any time while near the skiff.
  • Fixed an issue that caused some food products used as fishing bait to generate incorrect values.
  • Partially restore freighters and frigate fleets for players who lost them when changing galaxies while playing 5.10.
  • Fixed a pirate-dreadnaught specific issue that caused refiner and extractor contents not to save when warping.
  • Fixed an issue that caused “Aegis of the Void” ghost ships to appear in the ship menu after salvaging.
  • Fixed an issue that made it impossible to dismiss squadron pilots.
  • Fixed an issue that caused the Optical Drill to go missing from the Space Anomaly’s research station.
  • Fixed an issue that allowed use of the Terrain Manipulator without the appropriate tech installed.
  • Fixed an issue that allowed bases built in no-build zones around expedition objectives to still replicate their markers and terrain editing restrictions.
  • Fixed a rare issue that prevented mission progress on the Artemis path while talking to Apollo.
  • Fixed an issue that caused “This is the mission subtitle” to appear as the mission subtitle for community research missions.
  • Fixed an issue that caused the eye scanning effect on the Liquidator mech to fail to play.
  • Fixed a number of minor visual issues with water in VR.
  • Fixed a number of visual issues with water on PS5.
  • Fixed a rare issue that could cause inventory popups to jitter.
  • Fixed an issue that could cause interact labels to incorrectly persist in VR.
  • Fixed a rare visual issue affecting shadows when the resolution scaling option was set to a very high value.
  • Fixed a GPU crash on PS4.
  • Fixed a rare crash that occurred when loading saves.
  • Fixed a crash that can occur when playing the PS4 version of the game on a PS5 console.

That’s the complete set of fixes for this September 17’s title update. Don’t be surprised to see another fix deployed in the coming days and weeks.

]Source: No Man’s Sky]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Fallout 76 Down for Server Maintenance to Prep for Patch Roll Out This September 17

Bethesda wants people to take a break from their vaults, as the Fallout 76 servers have been taken down temporarily and this is to roll out a patch on all platforms, which should include fixes.

UPDATE: Here are the patch notes for today’s hotfxi!

Players can expect the Fallout 76 servers to be down starting:

September 17, 9 am CT/10 am ET/7 am PT/10 pm HKT

No duration has been specified, but usually it takes at least 2-4 hours and sometimes even longer before the servers are back up. Thankfully, Bethesda does keep players updated when the server outage will take longer than usual.

While the patch notes aren’t live yet, we are expecting some fixes related to the following:

  • Compass being blank issue on Power Armor
  • Powerhouse quest bug
  • Loot disappearing bug
  • Various crashing issues (mostly affecting PlayStation/Xbox)

That’s not the full list of bugs, but that’s the ones we can list of the top of our heads. Of course, we’re also expecting fixes related to the Milepost Zero content drop released earlier this month.

Once the full patch notes are out, we’ll provide a link to it within the article. If anything changes regarding the server downtime, we’ll update the article with the info as well.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Astro Bot Update 1.004 Makes Surprise Drop

Team Asobi has dispatched Astro Bot update 1.004 today (September 17), and this is another surprise title update which we’re hoping fixes more bugs associated with the adventure game. Clocking in at a measly 382MB, don’t expect any content to be included in the patch given this is purely for fixes, as any content planned will be announced by Sony.

Astro Bot Update 1.004 Patch Notes:

As of the moment, Team Asobi has not revealed any changes or even acknowledged today’s patch. That said, we do know a few bugs we’re hoping to see fixed with this title update.

  • DualSense controller color reverts back after user changes it (or it would not save)
  • HDR (high dynamic range) looks a bit washed in certain monitors/TVs
  • Crashing issues

We’re on the lookout whether these problems were fixed or not, and if there are any official patch notes or if we find something specific that got fixed, we’ll update the article with the info. For reference, the patch released last week was also not acknowledged by Team Asobi, though we can confirm that it did fix the save issue that was affecting players.

In terms of the game’s future, the credits did mention several gaming licenses that didn’t appear in the game, which we’re assuming will be part of future DLC or title updates.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Generation Zero Update 1.49 Drops to Fix Console Crash Issues This Sept. 17

A new Generation Zero update has been released for console platforms and this should prevent the game from crashing. This is update 1.49, and this patch was released on PC in August. Check out the details of this small patch down below.

Generation Zero Update 1.49 Patch Notes for September 17:

Greetings, Survivors!

The August 2024 Update is finally out on all platforms. We thank our console players for your patience while we worked on some last fixes.

The list of changes for this patch is short:

  • The method for asset streaming has been improved, which enhances performance across the board.
  • Several “random” crashing issues, both on startup and during gameplay, have been fixed.

This one comes with a bit of a note to the console community. The changes made to the game in this update are very fundamental, which might lead to some new issues popping up. Our QA Team has found many of them and we were able to fix them before release, but it’s simply impossible to test every possibility in an open world game when there was a fundamental change like this.

If you do find a new bug, please let us know through our support system, our Discord server, or our social media channels. We’ll work to fix them as soon as possible!

It’s a happy day for us to be able to offer everyone a better overall experience playing our beloved game. We’re now developing the next major update for Generation Zero, one which we’ll talk about more soon.

Until then, thanks for reading and have fun playing!

The Generation Zero Dev Team

Our readers will be the first to know when the next major update is out soon.

[Source: Generation Zero]

Damien Seeto

Home > News

Vince Zampella: Battlefield “Absolutely Can” Outsell Call of Duty; BF2042 Was Not a “Failure” But They Don’t Want to Repeat Same Experience

While Call of Duty might be one of the biggest franchises in all of gaming, there was a time that Electronic Arts’ Battlefield franchise was inching closer to that. Sure, it didn’t outsell Activision’s mega shooter, but it was probably the closest a competitor ever got in terms of reach, community loyalty and even in sales.

Could a Battlefield game ever outsell a Call of Duty title though? According to Battlefield franchise head boss Vince Zampella, it “absolutely can” though that’s not what they’re aiming for with their still-in-development Battlefield game.

If you look at the best Battlefields have outsold some Call of Duties and other way around, back and forth. So I think absolutely it can…”I mean, is that what we’re going for? I mean, not directly, but always. We’re not looking to take down Call of Duty. We’re making something that’s different and we’re making something that’s us. But yeah, it definitely has the possibility.”

Of course, the latest Battlefield game released — Battlefield 2042 — didn’t come anywhere close to Call of Duty’s numbers, and even EA admitted the game fell short of expectations. Even with that in mind, Zampella notes that BF2042 wasn’t a “failure of a game,” though admits they don’t want to repeat the experience they had with the shooter wherein it needed a lot of patches — and several months of development — before it got to an acceptable state by the community. Zampella notes the dev team “really spent a lot of time learning how to adapt it and getting things back,” but also adds “We want it to be good out of the gate,” pertaining to the next Battlefield game currently in development.

Of course, Zampella’s musings aren’t just your typical corporate talk. For those unaware, Zampella along with Jason West were the former heads of Infinity Ward, which were the studio that made Call of Duty what it is today with the release of Call of Duty 4: Modern Warfare. There’s a lot of drama that happened after the release of the original Modern Warfare 2 back in 2009 that concluded with Zampella and West departing Activision to start Respawn Entertainment, which was then bought by EA in 2017.

In regards to the new Battlefield game, details are scarce, but Zampella has confirmed that it will be set in a modern setting, and players will see the return of traditional classes, and 128-player matches won’t be coming back.

[Source: IGN]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Final Fantasy 16: Producer Naoki Yoshida Has Asked PC Players Not to Create “Offensive or Inappropriate” Mods

The PC version of Final Fantasy 16 is just around the corner, and the developers seem worried that the community might create offensive or inappropriate mods.

In a recent interview with PC Gamer, producer Naoki Yoshida expressed concern about certain mods that could emerge once the game launches on PC. While Yoshida refrained from mentioning any specific modding requests, He asked the community:

If we said ‘It’d be great if someone made xyz,’ it might come across as a request, so I’ll avoid mentioning any specifics here! The only thing I will say is that we definitely don’t want to say anything offensive or inappropriate, so please don’t make or install anything like that.

Despite this request, it’s likely that modders will still create such content, especially given the modding history with other Final Fantasy titles like Final Fantasy 7 Remake. Mods for that game, including nude and character-altering mods, became popular despite similar concerns.

Many modders favor inappropriate and offensive mods, and they will almost certainly rush to make similar mods once Final Fantasy 16 releases—just as they did with Final Fantasy 7 Remake, where they also altered characters like Tifa, Aerith, and Cloud in various ways.

However, there are still fun and creative mods that are awesome to check out, like the Marvel’s Spider-Man Stan Lee Mod, which lets players play as the famous writer. However, given the nature of these things, we suspect that someone already has plans to do something offensive, which honestly can’t be helped.

That being said, controlling the type of content modders create is almost impossible. Yoshida’s request seems to highlight the real challenges developers face when adding mod support to their games.

MP1st’s review of Final Fantasy 16 gave it a score of 9.5/10, stating, “The story is interesting, and it’s more mature and tackles sensitive issues without dragging too much.”

The PC version of Final Fantasy 16 will release later today at 10 am EST/7 am PST/10 pm HKT.

More MP1st Reading:

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Taha

Television kills your vision.

Home > Title Updates and Patches

Helldivers 2 New Update 1.001.100 Drops for Major Overhauls This Sept. 17

A new update for Helldivers 2 has been released for PC and PS5 today. This is Helldivers 2 update 1.001.100 and it comes with major overhauls for the Anti-Tank, Armor Penetration, Health and Armor Values. There is also a new Galactic War feature added too. Check out the September 17 patch notes down below.

Helldivers 2 New Update 1.001.100 for September 17:

Overview

  • Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values
  • Weapon & Stratagem Balancing
  • Enemy Reworks
  • Helldiver Health and Damage Mechanics Tweaks
  • Gas Gameplay Mechanic Rework
  • New Galactic War feature
  • Emote Wheel feature
  • Crash & Bug Fixes

Major Updates

Helldivers,

Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your
ability to play the game in a way that suits your preferences.
So, what’s changing? For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid.

To address this, we’ve reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies. Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning.

On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before. This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling.
We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions.
We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%. To maintain the overall challenge of the game, we’ve slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes.

With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We’ll be monitoring this closely and will listen to the community on how you think it feels.

We want to assure you that your feedback remains essential to us. Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone.

Balancing

General
  • Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue.
  • The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage.
Primary Weapons

Liberator & Liberator Carbine

  • Damage is increased from 60 to 70
  • Durable damage increased from 14 to 17
  • Stagger force increased from 10 to 15
  • Max spare magazines increased from 7 to 8
  • Starting spare magazines increased from 5 to 6

Knight

  • Damage is increased from 50 to 65
  • Durable damage increased from 5 to 7
  • Magazines now fully refill when picking up resupply
  • Reduced recoil

Liberator Concussive

  • Now comes with a drum magazine which holds 60 rounds
  • Number of mags reduced from 10 to 6. The number of mags have been reduced due to larger magazine capacity

Tenderizer

  • Number of rounds in its magazine increased from 30 to 35
  • Starting magazines increased from 4 to 5

Breaker

  • Now comes with an extended magazine which holds 16 shells
  • Stagger force increased from 10 to 15

Spray and Pray

  • Now has a duckbill muzzle making its spread very horizontal but less vertical
  • Total Damage increased from 192 to 240

Scythe

  • Cooldown is faster
  • Adjustments to the heat VFX
  • Scope changed to a low powered scope
  • Removed recoil
  • Sets enemies on fire faster

Crossbow

  • Explosion radius increased by 50%
  • Explosion damage increased from 150 to 350

Eruptor
Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot.

  • Shrapnel projectiles amount are set to 30
  • Shrapnel damage is set to 110
  • Explosion damage decreased from 340 to 225
  • We also increased the amount of shrapnel
  • Explosion radius increased by 33% (17% for inner radius and 50% for outer radius)

Defender

  • Damage increased from 70 to 75
  • Durable damage increased from 7 to 8

Liberator Penetrator

  • Damage increased from 45 to 60

Diligence

  • Damage increased from 125 to 165
  • Durable damage increased from 32 to 42

Counter Sniper

  • Damage increased from 140 to 200
  • Durable damage increased from 14 to 50
  • Stagger force increased from 15 to 20

Blitzer

  • Now has a weak stun effect that builds up per shot on its targets

Torcher

  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased AP from 3 to 4

 

Sidearms

Peacemaker

  • Increased max spare magazines from 5 to 6

Dagger

  • Gains heat more slowly
  • Removed recoil
  • Damage increased from 200 to 250
  • Sets enemies on fire faster
  • Adjustments to the heat VFX

Crisper

  • Damage increased by 50%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased AP from 3 to 4

 

Support Weapons

Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness.

These weapons generally fall into three categories:
Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger

Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk

Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim

Grenade Launcher

  • Starting spare magazines increased from 1 to 2
  • Max spare magazines increased from 2 to 3
  • Explosion radius slightly increased

Laser Cannon

  • Cooldown is slightly faster
  • Removed recoil
  • Sets enemies on fire faster
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Adjustments to the heat VFX

Arc Thrower

  • Range increased from 35 to 55
  • Now has a moderate stun effect that builds up on its targets
  • Jumps additional times
  • Durable damage increased from 50 to 100

Railgun

  • Durable damage increased from 60 to 225
  • Fully overcharging damage increased from 150% to 250%

Stalwart

  • Damage is increased from 60 to 70
  • Durable damage increased from 14 to 17
  • Stagger force increased from 10 to 15

Machine Gun

  • Stagger force increased from 15 to 20

Anti-Materiel Rifle

  • Durable damage increased from 135 to 180
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Stagger force increased from 20 to 25

Heavy Machine Gun

  • Stagger force increased from 20 to 25
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks

Commando

  • Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots

Flamethrower

  • Damage increased by 33%
  • Flamer mechanics reverted to before the Escalation of Freedom update
  • Increased armor penetration from 3 to 4
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks

Autocannon

  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks

 

Grenades

Frag Grenade

  • Shrapnel damage increased by roughly 50%
  • Max amount increased from 4 to 5
  • Refill increased from 2 to 3
  • Explosion radius increased

Thermite Grenade

  • Explosion damage increased from 100 to 2000
  • Shorter time until it ignites the thermite
  • Time until it explodes slightly reduced
  • Max number decreased from 4 to 3

 

Stratagems

Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well.

Eagle 500kg bomb

  • Explosion radius increased to match visuals better

Eagle Rockets

  • Damage slightly increased

Gatling Sentry

  • Stagger force increased from 15 to 20

Machine Gun Sentry

  • Stagger force increased from 15 to 20

Tesla Tower

  • Increased stagger force to match other Arc weapons
  • Now has a moderate stun effect that builds up per hit on its targets

Heavy Machine Gun Emplacement

  • Stagger force increased from 20 to 25
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks

Patriot Exosuit

  • Gatling stagger force increased from 15 to 20

Emancipator Exosuit

  • Autocannon durable damage increased from 60 to 150
  • Rate of fire on its weapons increased from 125 to 175
  • Ammo increased from 75 to 100 per arm

Orbital Laser

  • Damage slightly increased

Orbital Railcannon

  • Damage slightly increased

Orbital Gas Strike

  • We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond
  • The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time

 

Gameplay

General

New Galactic War Feature

  • The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move.

Emote Wheel feature

  • Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings.

 

  • Added Dolby Atmos support on PS5

 

Enemies

Automaton Fabricators

  • Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used
  • Added effects to clearer showcase their health state

Hulks (All versions)

  • Armor reduced from 5 to 4
  • Back weak spot slightly more durable
  • Back weak spot health decreased from 1000 to 800

Hulk Bruiser

  • Replaced the rocket launcher for an energy based cannon
  • Increased how frequently the Hulk Bruiser shoots

Tank

  • Front armor increased from 5 to 6

Berserker

  • Head health reduced from 150 to 125
  • Main health reduced from 1000 to 750
  • Abdomen is now a weak spot
  • Chainsaw damage increased

Devastators (All versions)

  • Main health reduced from 800 to 750
  • Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage

Rocket Devastators

  • Now has a limited number of rockets, and you can see them disappear when they are spent
  • Added a reload mechanic from their backpack to replenish their rockets once
  • Rocket physics collision is smaller, making them easier to avoid

Gunships

  • Gunships now have a limited amount of rockets
  • Rocket physics collision is smaller, making them easier to avoid

Charger (All versions)

  • Armor reduced from 5 to 4
  • The butt weak spot health is decreased from 1100 to 950
  • The butt weak spot is slightly less durable
  • The belly armor reduced from 4 to 2
  • A damage multiplier has been added to the Charger’s exposed flesh of the main body, now dealing 300% damage
  • Now turn slightly slower, when charging and moving normally
  • Now charge less often
  • Charge damage increased by 50%
  • Sideattack damage increased by 50%

Charger Behemoth

  • The butt weak spot health is decreased from 1200 to 950

Hunter

  • Health is reduced from 175 to 160

Scavengers

  • Health is reduced from 80 to 60

Bile Titan

  • Armor reduced from 5 to 4
  • We have reworked the Bile Titan’s belly gameplay
  • Belly armor reduced from 4 to 2
  • Introduced a separate belly health pool once the outer belly layer has been destroyed
  • Destroying the exposed belly health pool kills the Bile Titan

Impaler

  • Armor reduced from 5 to 4
  • Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times
  • Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler
  • If the impaler can’t see an enemy it will retract its tentacles after a brief period

Impaler Tentacles

  • Tentacle damage is increased
  • Reduced camera shake of the tentacle attack
  • The tentacles require less damage inflicted on them to retract

 

Planets and Modifiers

  • The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions
  • Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier
  • Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms

 

Fixes

  • Fixed per weapon aim mode not saving correctly – NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards

Crash Fixes and Soft-locks:

  • Fixed a crash that could occur if shutting down the game during boot
  • Fixed a crash caused by players with unique skins timing out
  • Fixed a crash when vehicle skins are not properly synced
  • Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins
  • Fixed a rare crash produced by Bile Spewers attacks
  • Fixed a crash when interacting with the galactic war hologram
  • Fixed a crash when joining another super destroyer
  • Fixed a crash that could happen when you were participating in a secondary objective
  • Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian)
  • Fixed a potential crash when new players hotjoin
  • Fixed a potential crash when other players were leaving the game
  • Fixed a rare crash when using the Hologram map and looking at the operations
  • You should no longer crash when interacting with the Galactic War Map when an update is required
  • Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players
  • Fixed an issue where objective stratagems cannot be completed if host migration happens
  • Fixed an issue where already joined players would be getting kicked when other players join the game
  • Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again)
  • Fixed inaccessible shuttles after hosts leaving the game right before its landing
  • Fixed soft-lock during mission summary if the host left the game
  • Fixed an issue where emotes would not exit properly if you canceled them using sprint

Social Menu Fixes

  • Fixes to PS5 friends list

Miscellaneous fixes:

Evacuate High-Value Assets Objective

  • Fixed issue where enemies would spawn on top of the extraction
  • Enemies can no longer shoot generators from spawn points or from far away
  • Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side
  • Added more protection for the generators to prevent enemies shooting them from far away
  • Heavy and flying enemies now prioritize attacking the player before the generators and the gates
  • Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission

Conduct Geological Survey Objective

  • Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected
  • Tweaked enemy spawns

Impaler

  • Fixed a bug where Impalers didn’t receive explosive damage in their exposed weak areas
  • Fixed Impaler’s tentacles not being pingable

The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common.

  • Fixed a bug where standing near the Impaler’s head during the tentacle retraction could cause Helldivers to be launched high into the air
  • Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air
  • Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside
  • Fixed enemies not receiving damage properly when more than 10m away from the player
  • Fixed issue where Bile Titans may sometimes not take damage to the head
  • Fixed issue causing most weapons to shoot below the crosshair when using aim down sight
  • Fixed cases where the Hive Breaker drill might become inaccessible after being called in
  • Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem
  • HMG scope is no longer misaligned
  • Fixed lens cutting issues in scopes
  • Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended
  • Fixed two-person emotes getting players stuck in an animation lock
  • Fixed intro cinematic missing audio in German
  • Fixed an instance of Automatons shooting through walls
  • Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD
  • Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens)
  • Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes
  • Fixed Eagle payloads sometimes not blowing up in swamp biome
  • Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen
  • Fixed time-outed players still visible on the UI with the white player color
  • Fixed long player title names text now scrolling instead of overlapping with other texts
  • Fixed Reinforced Scout Strider showing the wrong name
  • Removed the deprecated Orbital Flare Stratagem from Stratagem hero
  • Fixed a bug where some of the stratagems did not have data being shown in the Loadout
  • Fixed reinforcements called and stratagems used numbers on mission end
  • Fixed issue of drill objective floating in air when hot joining an ongoing ‘Nuke Nursery’ mission
  • Disabled invite/join functionality when players are playing in a different game version
  • Fixed player names not showing on ship after a mission
  • Fixed a desync issue in how many civilians have been extracted in “Emergency Evacuation” mission
  • Fixed unexploded Hellbombs on the terrain not being pingable
  • Fixed not seeing teammates equipment when hot-joining a mission
  • Fixed ‘Failed to Extract’ text incorrectly shown when extracting with the shuttle scene
  • Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it
  • Binding Stratagem inputs to other buttons should not block terminal inputs
  • Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout
  • Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player
  • Fixed the issue where the players can click on entries through the tabs on the bindings menu
  • Pinged enemies and objects now display correctly after changing language
  • Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process
  • Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes
  • Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage
  • An incorrect message about removing a friend will no longer be displayed in the player information popup
  • Fixed multiline text sometimes being misaligned
  • Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick
  • Fixed motion controls while aiming when the “Motion Sensor Enable Mode” option is set to “Aiming” regardless of Aim input type
  • Fixed a bug where the player can change tabs while changing the ship’s name
  • Fixed no final ready up sound played when rejoining a mission
  • Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives
  • Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable
  • Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action
  • Now the game client displays a proper error message with useful information when the PlayFab login fails
  • Fixed ADS projectile misalignments
  • Fixed aim block raycast issues in ADS
  • Fixed aim position misalignments that happen from repeatedly entering and exiting ADS
  • Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged
  • Fixed issue when changing tab in Armory while scrolling clears the scroll view
  • Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations
  • Fixed an issue where the 500kg bomb impact explosion was not being triggered
  • Fixed an issue where you could find several Confidential Data assets in Fortress locations
  • Increased the red zone size during drop select for Fortress locations
  • Improved error reporting on the splash screen to provide better support
  • Enemies now spawn during “Spread Democracy” objectives
  • Added another visual effect to the orbital cannon
  • Fixed Automaton projectiles clipping through assets
  • Fixed an issue where the Combat Walker bumping into a big building would destroy it
  • Fixed some assets bouncing flamethrower flames back
  • Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played
  • Fixed extraction timer not showing in landing beacon when mission time is over
  • Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations)
  • Fixed audio SFX cutouts when switching between weapons

Known Issues

These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.

Top Priority:

  • Players may not receive Friend Requests sent from another platform
  • Large units have no audio cues, allowing them to sneak up on players
  • Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  • Enemies are sometimes capable of shooting through walls
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Players may sometimes be unable to join specific friends, or are returned to ship when joined
Medium Priority:
  • Reinforcement may not be available for players who join a game in progress
  • Mines may become invisible or may disappear in Multiplayer lobbies
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends “Invite only” games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions

Our readers will be notified when a newer patch for the game is released soon.

[Source: Steam]

Damien Seeto

Home > Title Updates and Patches

Fortnite Update 31.20 for Console Patch 1.000.148 Brings Lego Lost Isles and More This Sept. 17 (Update)

Epic Games has released the big v31.20 update for Fortnite today and this is patch 1.000.148 for PS5 concoles. The Lego Fortnite side of the game features the new Lost Isles content while the main game centers around a Limited Timed Event featuring Dr Doom. Check out what’s new for Fortnite in the September 17 patch notes down below.

Fortnite Update 31.20 for 1.000.148 Patch Notes:

Stop Doctor Doom in Fortnite Battle Royale’s “Day of Doom”!

Doom is building his power and his new armor is almost complete — but the fight is far from over. Help Marvel’s Avengers bring an end to Doom’s conquest in Battle Royale v31.20 with the Day of Doom mode, inspired by Endgame from Chapter 1 Season 8!

Fight for the cause of the Avengers and take down Doom’s forces using items like the new Iron Man’s Combat Kit and unvaulted Stark Industries Energy Rifle. Or, as one of Doom’s henchmen, race to collect fragments of Pandora’s Box scattered across the Island and wield the formidable power of Victor Von Doom himself as Doom’s Chosen! The Day of Doom mode will be in Discover until October 4 at 9 AM ET.

Over in the Shop, a reinforcement has arrived. Drop by to check out the Iron Man Mk 45 Outfit and more! Get all your v31.20 news, including an aim assist update, below.

Doom’s Henchmen

Latverian Warrior: Doom’s Henchmen Loadout

Doom above all! As one of Doom’s henchmen, you’ll load into the match with superpowered weaponry like Doctor Doom’s Arcane Gauntlets to take on the Avengers. Plus, as your villainous team collects Arcane Artifacts, your arsenal will get some upgrades — including access to the Monarch Pistol and Sovereign Shotgun!

Here’s everything included in the Doom’s Henchmen loadout:

  • Doctor Doom’s Arcane Gauntlets
  • Combat Assault Rifle (Mythic-rarity)
  • Monarch Pistol (only after the first artifact has been acquired; Mythic-rarity)
  • Sovereign Shotgun (only after the second artifact has been acquired; Mythic-rarity)
  • Shockwave Grenade (unlimited use, with a cooldown)

The Avengers

Taking the side of the Island’s mightiest heroes, your goal is to take down Doom’s forces before they collect all six Arcane Artifacts. Doom’s Henchmen have a large number of respawns altogether — you’ll achieve victory once you and your fellow Avengers have depleted all their reinforcements. Including Doom’s Chosen.

Lock and loadout with superb gear! Every respawn, heroes in Day of Doom will have one of four randomly assigned loadouts, each based on a different Avenger:
The First Avenger: Captain America Loadout

Fight for liberty with Captain America’s Shield! Made of a Vibranium and an experimental steel alloy, it can protect you from almost any attack that comes your way. But this shield is for far more than just defense. Hurl it at your enemies and watch it bounce between them, or slam it into your foes mid-sprint to send them reeling.

The full Captain America Loadout includes:

  • Captain America’s Shield
  • Striker Burst Assault Rifle (Legendary-rarity)
  • Super Slap Splashes (5x)
  • Shield Bubble Jr. (3x)
  • Dual Micro SMGs

A One-Man Weapons Depot: War Machine Loadout

Become a walking, flying arsenal. Rain down destruction with War Machine’s Arsenal, unleash supporting fire with the shoulder-mounted Auto Turret, and dominate the battlefield from above with the Hover Jets. Need even more firepower? Barrage your foes with the unvaulted Stark Industries Energy Rifle!

The full War Machine loadout includes:

  • War Machine’s Arsenal
  • War Machine’s Auto Turret 
  • War Machine’s Hover Jets
  • Stark Industries Energy Rifle (Legendary-rarity)
  • Chug Splashes (4x)

Genius Inventor and Billionaire: Iron Man Loadout

You won’t need to avenge the Island, because with this loadout, you can protect it! Stay on target with the new Iron Man’s Combat Kit, which automatically locks onto nearby enemies so you can hit them with energy blasts. If Doom’s forces are enduring, unleash the Combat Kit’s ultimate “Unibeam” attack!

This loadout also comes with the new Iron Man’s Flight Kit, so you can take to the skies at high speed. When you have the Combat Kit in your inventory simultaneously, try using the Unibeam mid-air! Here’s everything in the Iron Man loadout:

  • Iron Man’s Combat Kit
  • Iron Man’s Flight Kit
  • Stark Industries Energy Rifle (Legendary-rarity)
  • Hyper SMG (Legendary-rarity)
  • Chug Splashes (4x)

Princess of Wakanda: Black Panther Loadout

Wakanda forever! With Shuri’s Black Panther Claws, build kinetic energy as you execute claw-to-claw combos. Doom’s forces trying to run away? Chase them with your superhuman sprint speed to build up even more kinetic energy!

Once Shuri’s claws are finally “supercharged,” release the kinetic energy stored inside for a temporary damage boost and short-term unlimited Energy regen. The claws will be supercharged when you first get the loadout so you can get a taste of this power.

Here’s everything in the Black Panther Loadout:

  • Shuri’s Black Panther Claws
  • Striker Assault Rifle (Legendary-rarity)
  • Ranger Pistol (Legendary-rarity)
  • Rift-To-Gos (2x)
  • Chug Splashes (4x)

Look to the Sky, Avenger

Enough of Day of Doom, what’s that up above? Stark Mobile Armories are falling from the sky and straight into Battle Royale and Zero Build! Each airborne armory comes in one of two designs, Iron Man or War Machine — which should give you a hint as to what you can find inside!

Once landed, you can head inside these armories and load yourself up with futuristic firepower by interacting with the Iron Man Armor Stand, which will dispense either Iron Man’s Combat Kit and Flight Kit, or War Machine’s Arsenal, Auto Turret, and Hover Jets. Each Iron Man Armor Stand can only be interacted with once, so make like Quicksilver and get there fast!

Like the new Iron Man items, the unvaulted Stark Industries Energy Rifle can also be found in normal BR and Zero Build matches. You can find these in Chests or Stark Industries Supply DronesNote: The Stark Industries Energy Rifle now uses light bullets.

From the Battle of Sokovia to the Shop: Iron Man Mk 45

Stark Industries has touched down in the Shop too! Look state-of-the-art with new items in the Iron Man Set:

  • Iron Man Mk 45 Outfit: The Avengers’ benefactor and creator of a gamma powered Battle Bus.
  • Energy Collector Back Bling (included with the Iron Man Mk 45 Outfit): Designed to take in and redistribute energy through Iron Man’s suit.
  • Mark 45 Energy Blades Pickaxe: Extensions of Iron Man’s nanotech armor, used for close quarters.
  • Arc Reaction Wrap: Give your weapons Stark Industries sophistication.
  • Mark 45 Bass: Tony Stark’s proprietary bass design from his own collection.

Advanced weaponry, made entirely from bricks. The Iron Man Mk 45 Outfit has a LEGO® Style to use in LEGO experiences! The Outfit (+ Back Bling), Pickaxe, Wrap, and Bass are available in the Shop now.

More in v31.20: Human-Like Aim Assist on Controller

Excited to grab your controller and start playing? On all platforms (console, PC, mobile), v31.20 introduces human-like aim assist for controller players, which models human reaction time while trying to better match how unassisted keyboard + mouse players track moving targets. Human-like aim assist allows for more balanced tuning for controller players of all skill levels — we’ll be closely monitoring its impact so that we can tune it just right!

Tournament Notes

  • The Iron Man’s Combat Kit, Iron Man’s Flight Kit, Stark Mobile Armory, and Iron Man Armor Stand are not included in tournaments.

Explore Lost Isles in LEGO Fortnite v31.20!

The Fortnite Team

Landfall has been made on Lost Isles, a new addition to your world begging to be explored! Step boldly ashore, face its unknown dangers, and prepare for a LEGO® adventure unlike any before. LEGO Fortnite: Lost Isles drops on September 17!

Explore Lost Isles

Any Battle Bus Station will transport you to Lost Isles, which has a diverse ecosystem featuring five different environments. Here’s what to know about each one:

Beach

The Beach is a great place to pursue relaxation… just be careful of the Pirates landlubbin’ in and out of Pirate Towns. Mind your sea legs — these scallywag dogs will be setting their sights your way!


Plains

The Plains are anything but plain, but they’re plenty plantain — this biome is the home of the Peely Tribe! (Yes we know plantains aren’t the same as bananas. We wouldn’t slip up like that…) The members of the Peely Tribe are friendly and need all the help they can get to drive back the pillaging pirates and other lurking foes


Jungle

Now you’re in the thick of it! The Jungle is a lush biome with helpful plants like Hop Flowers that make you bounce, Slurp Plants that heal you, and damaging Bomb and Stink Flowers that can help you defend yourself.

Defend yourself against what, you ask? The Storm-Wild Tomatoes. Maybe they arrived after “Tomato Town” was wiped out, or maybe they’ve been here before Tomato Town was even a thing.


Mountains

Get ready for a pretty view! Climb to the top of the Mountains to feel high and mighty and pluck some pineapples too. Pirate fortresses can be found here along with callous creatures…


Floating Islands

Seen from most places in Lost Isles, the Floating Islands act as a great compass for your travels (if you don’t want to use your actual Compass). While a challenging biome to traverse, the encounters and critters you’ll find here offer rewards you won’t find anywhere else. Launch yourself off a geyser to glide up here, or maybe just build some stairs.


Prepare Yourself for Adventure

Exploring uncharted territory comes with some risks, so grab some tools to help you out! Collect Mahogany from trees in Lost Isles to unlock the recipes for these.

The Pirate MusketFlint-Knock Pistol, and dynamite-laden Boom Shield are standard-issue supplies of Pirates. If you find yourself in a scuttle with them, they can drop one of these if you win!

From the Peely Tribe, you’ll find plenty of Throwing Spears, a punch-packing projectile. Storm-Wild Tomatoes are known for carrying the Explorer’s Machete, which is great for cutting through the thick Jungle, plus the Knockback Shield to send foes flying.

All the new self-defense tools from foes can be crafted at a Crafting Bench.

The Essence Table has been upgraded to the Rune Forge, where you can craft Runes for strengthening your tools by spending Essence. (Chopping down trees, picking plants, and defeating enemies can get you Essence!) Craft one of these Runes and apply it to a tool to upgrade it:

  • Rune of Berserk I-III: apply to a tool to significantly increase your sprint speed and jump height for a few seconds after attacking with it.
  • Rune of Damage I-III: apply to a tool to increase its damage
  • Rune of Destruction I-III: apply to a tool to give it a chance to instantly destroy buildings when hitting them
  • Rune of Durability I-III: apply to a tool to increase its durability
  • Rune of Health I-III: apply to a tool to create a chance for enemies to drop Health items when hit
  • Rune of Luck I-III: apply it to a tool to give it an increased chance of getting extra loot drops when defeating enemies
  • Rune of Undead Bane I-III: apply it to a tool to give it increased damage against undead enemies

While venturing out in the world you’ll also find powerful books called Tomes that give one of the Runes above or an item recipe when you read them.

Friendly Klombos & Grumpy Golems

Lost Isles is home to the legendary Klombos, which can be found in their native lagoon habitats in the Jungle. Feed a Klombo a Klomberry to earn a friend and trusty steed to accompany you on your big adventures. Just, don’t make it mad.

Some of Lost Isles is best admired from a distance, as the scenery here often has a mind of its own. Golems are dangerous, living statues that roam the Beach, Plains, and Jungle. Defend yourself against Golems to get valuable resources and Rift Shards, an ingredient for Battle Bus Stations.

A Fruit Salad of… Fruit

Lost Isles has lots of new foods you can eat or use as ingredients. Some enhance your abilities, while others can be replanted back on the mainland.

On the Beach you’ll find:

  • Bananas
    • An ingredient in Banana Pancakes, which temporarily make you jump higher.
  • Coconuts
    • Can be made into Tropical Smoothies that temporarily increase your max stamina.

In the Plains you’ll find:

  • Pineapples
    • A (controversial) ingredient for Hawaiian Pizza, which lowers your stamina consumption.
  • Klomberries
    • Feed one to a Klombo to make it your friend and rideable. Can be converted to Klomberry Seeds at a Grain Mill, replanted, and grown back on the mainland.

In the Jungle you’ll find:

  • Tomatoes
    • A local delicacy you can eat to restore some Health. Can be converted into Tomato Seeds at a Grain Mill, replanted, and grown back on the mainland.

Fun in the Sun

Paradise is meant for playing. Lost Isles adds several new Toys!

  • Cannon: Launches both Cannon Balls and players!
    • Unlock the recipe for the Cannon by adding Blast Powder to your inventory.
    • Craft Cannon Balls at a Crafting Bench.
  • Free-spin Swivel: Allows for things connected to it to rotate freely.
    • Unlock the recipe for the Free-spin Swivel by adding a Cord to your inventory.
  • Controllable Swivel: Allows for the player-controlled rotation of things connected to it.
    • Unlock the recipe for the Controllable Swivel by adding a Cord to your inventory.
  • Stink Jar: Throw to create a poisonous area. (Don’t throw it downwind!)
    • Unlock the recipe for the Stink Jar by adding a Stink Gland to your inventory.
      • Stink Glads drop from various critters in Lost Isles.
    • Craft Stink Jars at a Crafting Bench.

Tropical Treasures LEGO Pass

A banana bunch of new Quests have been added to help you progress in the Tropical Treasures LEGO Pass! This new LEGO Pass has Decor and Builds waiting to be unlocked.

Here’s how the Tropical Treasures LEGO Pass works:

  • After selecting the LEGO Fortnite experience in Fortnite, go to the LEGO Pass button in the top navigation.
  • Here is where you’ll see the LEGO Pass and a button to view Quests. These Quests are about exploring Lost Isles. Complete them to earn Studs!
  • The more Studs you collect, the further you’ll progress in the LEGO Pass! Unlock in-game rewards from the free reward track as you progress. If you want, you can also unlock in-game rewards from the purchasable Premium Reward Track.

You don’t need to peel back the NaNa Hut Build, the final reward of the free reward track, to realize it makes a lovely home. It also happens to be a great place to store bananas!

The Premium Reward Track costs 1,400 V-Bucks and has 11 more rewards you can unlock while also unlocking rewards from the free reward track. You don’t need to complete extra Quests to get these rewards, so don’t worry about adding extra stops on the itinerary.

Security is a top priority for any tropical village, which is why the Nana Gate Build is the final reward of the Premium Reward Track. Decide which of your friends should be on duty and thank them with bananas later!

Be right at home in your NaNa town with the Island Adventure Peely Outfit, which unlocks right away when you purchase the Premium Reward Track. This Outfit has a LEGO Style and a Fortnite Style! Is it weird to eat a banana as Peely?

A bigger fan of Storm-Wild Tomatoes than the Peely Tribe? The Tropical Treasures LEGO Pass has plenty of rewards in the Tomato Temple Set!

This Pass will be available to progress until October 11, 2024, at 2 AM ET.

Swinging into the Shop: Marvel Build and Decor Bundles

Lost Isles has plenty of enemies, now it’s time for some heroes…

Daily Bugle Bundle

Read all about it! Just like Peter Parker at his day job (when he isn’t web-slinging as Spider-Man), players will be able to wander the halls of the Daily Bugle in their LEGO Fortnite world.

The Daily Bugle Bundle, which comes with the Mary Jane Watson Outfit*, will be available in the Shop for 2,800 V-Bucks starting September 20 at 8 PM ET through October 4 at 8 PM ET.

Friendly Neighborhood Bundle

The dream of owning a piece of New York real estate is coming true! Construct the multi-story Friendly Neighborhood that includes a room themed after Peter Parker’s apartment in the Spider-Man comics.

Available in the Shop for 2,600 V-Bucks, the Friendly Neighborhood Bundle also includes the Spider-Man Zero Outfit*! The bundle will be available from September 20 at 8 PM ET through October 4 at 8 PM ET.

Weapon X Labs Decor Bundle

Decorate your home like the infamous Weapon X Labs  — where Logan originally bonded with his adamantium skeleton, got his claws, and became Wolverine. This Decor Bundle, which also includes the Weapon X Outfit*, will be available in the Shop for 2,600 V-Bucks from September 20 at 8 PM ET through September 30 at 8 PM ET!

*If you already own the Outfit included in the bundles, the bundles will be discounted. 

Improvements and Adjustments

New Vehicle Builds

Never stop adventurin’. New vehicle Builds have been added in v31.20 — you can now take flight on your own personal Airship, or mount up on the Crusher tank.

Other Changes

  • The Team Mech Emote has been updated to its intended animation and appearance.
  • The Select World menu UI has been updated, removing the “Every world will receive future content updates” text. (LEGO Fortnite content updates will continue for all worlds.)

Datamined Content:

Be sure to update this article as we will add more datamined content and patch notes when they become available.

[Source: Fortnite]

Damien Seeto

Home > Title Updates and Patches

Fortnite Update Version 4.37 Lands on All Platforms This v31.20

Fortnite update version 4.37 has been rolled out on all platforms this September 17, and this adds the Day of Doom LTM (limited-time mode), the Lost Isles in LEGO, and more. Players can also expect a slew of new cosmetics which include a new skin for Iron Man!

Fortnite Update Version 4.37 Patch Notes:

Stop Doctor Doom in Fortnite Battle Royale’s “Day of Doom”!

Doom is building his power and his new armor is almost complete — but the fight is far from over. Help Marvel’s Avengers bring an end to Doom’s conquest in Battle Royale v31.20 with the Day of Doom mode, inspired by Endgame from Chapter 1 Season 8!

Fight for the cause of the Avengers and take down Doom’s forces using items like the new Iron Man’s Combat Kit and unvaulted Stark Industries Energy Rifle. Or, as one of Doom’s henchmen, race to collect fragments of Pandora’s Box scattered across the Island and wield the formidable power of Victor Von Doom himself as Doom’s Chosen! The Day of Doom mode will be in Discover until October 4 at 9 AM ET.

Over in the Shop, a reinforcement has arrived. Drop by to check out the Iron Man Mk 45 Outfit and more! Get all your v31.20 news, including an aim assist update, below.

Doom’s Henchmen

Latverian Warrior: Doom’s Henchmen Loadout

Doom above all! As one of Doom’s henchmen, you’ll load into the match with superpowered weaponry like Doctor Doom’s Arcane Gauntlets to take on the Avengers. Plus, as your villainous team collects Arcane Artifacts, your arsenal will get some upgrades — including access to the Monarch Pistol and Sovereign Shotgun!

Here’s everything included in the Doom’s Henchmen loadout:

  • Doctor Doom’s Arcane Gauntlets
  • Combat Assault Rifle (Mythic-rarity)
  • Monarch Pistol (only after the first artifact has been acquired; Mythic-rarity)
  • Sovereign Shotgun (only after the second artifact has been acquired; Mythic-rarity)
  • Shockwave Grenade (unlimited use, with a cooldown)

The Avengers

Taking the side of the Island’s mightiest heroes, your goal is to take down Doom’s forces before they collect all six Arcane Artifacts. Doom’s Henchmen have a large number of respawns altogether — you’ll achieve victory once you and your fellow Avengers have depleted all their reinforcements. Including Doom’s Chosen.

Lock and loadout with superb gear! Every respawn, heroes in Day of Doom will have one of four randomly assigned loadouts, each based on a different Avenger:
The First Avenger: Captain America Loadout

Fight for liberty with Captain America’s Shield! Made of a Vibranium and an experimental steel alloy, it can protect you from almost any attack that comes your way. But this shield is for far more than just defense. Hurl it at your enemies and watch it bounce between them, or slam it into your foes mid-sprint to send them reeling.

The full Captain America Loadout includes:

  • Captain America’s Shield
  • Striker Burst Assault Rifle (Legendary-rarity)
  • Super Slap Splashes (5x)
  • Shield Bubble Jr. (3x)
  • Dual Micro SMGs

A One-Man Weapons Depot: War Machine Loadout

Become a walking, flying arsenal. Rain down destruction with War Machine’s Arsenal, unleash supporting fire with the shoulder-mounted Auto Turret, and dominate the battlefield from above with the Hover Jets. Need even more firepower? Barrage your foes with the unvaulted Stark Industries Energy Rifle!

The full War Machine loadout includes:

  • War Machine’s Arsenal
  • War Machine’s Auto Turret 
  • War Machine’s Hover Jets
  • Stark Industries Energy Rifle (Legendary-rarity)
  • Chug Splashes (4x)

Genius Inventor and Billionaire: Iron Man Loadout

You won’t need to avenge the Island, because with this loadout, you can protect it! Stay on target with the new Iron Man’s Combat Kit, which automatically locks onto nearby enemies so you can hit them with energy blasts. If Doom’s forces are enduring, unleash the Combat Kit’s ultimate “Unibeam” attack!

This loadout also comes with the new Iron Man’s Flight Kit, so you can take to the skies at high speed. When you have the Combat Kit in your inventory simultaneously, try using the Unibeam mid-air! Here’s everything in the Iron Man loadout:

  • Iron Man’s Combat Kit
  • Iron Man’s Flight Kit
  • Stark Industries Energy Rifle (Legendary-rarity)
  • Hyper SMG (Legendary-rarity)
  • Chug Splashes (4x)

Princess of Wakanda: Black Panther Loadout

Wakanda forever! With Shuri’s Black Panther Claws, build kinetic energy as you execute claw-to-claw combos. Doom’s forces trying to run away? Chase them with your superhuman sprint speed to build up even more kinetic energy!

Once Shuri’s claws are finally “supercharged,” release the kinetic energy stored inside for a temporary damage boost and short-term unlimited Energy regen. The claws will be supercharged when you first get the loadout so you can get a taste of this power.

Here’s everything in the Black Panther Loadout:

  • Shuri’s Black Panther Claws
  • Striker Assault Rifle (Legendary-rarity)
  • Ranger Pistol (Legendary-rarity)
  • Rift-To-Gos (2x)
  • Chug Splashes (4x)

Look to the Sky, Avenger

Enough of Day of Doom, what’s that up above? Stark Mobile Armories are falling from the sky and straight into Battle Royale and Zero Build! Each airborne armory comes in one of two designs, Iron Man or War Machine — which should give you a hint as to what you can find inside!

Once landed, you can head inside these armories and load yourself up with futuristic firepower by interacting with the Iron Man Armor Stand, which will dispense either Iron Man’s Combat Kit and Flight Kit, or War Machine’s Arsenal, Auto Turret, and Hover Jets. Each Iron Man Armor Stand can only be interacted with once, so make like Quicksilver and get there fast!

Like the new Iron Man items, the unvaulted Stark Industries Energy Rifle can also be found in normal BR and Zero Build matches. You can find these in Chests or Stark Industries Supply DronesNote: The Stark Industries Energy Rifle now uses light bullets.

From the Battle of Sokovia to the Shop: Iron Man Mk 45

Stark Industries has touched down in the Shop too! Look state-of-the-art with new items in the Iron Man Set:

  • Iron Man Mk 45 Outfit: The Avengers’ benefactor and creator of a gamma powered Battle Bus.
  • Energy Collector Back Bling (included with the Iron Man Mk 45 Outfit): Designed to take in and redistribute energy through Iron Man’s suit.
  • Mark 45 Energy Blades Pickaxe: Extensions of Iron Man’s nanotech armor, used for close quarters.
  • Arc Reaction Wrap: Give your weapons Stark Industries sophistication.
  • Mark 45 Bass: Tony Stark’s proprietary bass design from his own collection.

Advanced weaponry, made entirely from bricks. The Iron Man Mk 45 Outfit has a LEGO® Style to use in LEGO experiences! The Outfit (+ Back Bling), Pickaxe, Wrap, and Bass are available in the Shop now.

More in v31.20: Human-Like Aim Assist on Controller

Excited to grab your controller and start playing? On all platforms (console, PC, mobile), v31.20 introduces human-like aim assist for controller players, which models human reaction time while trying to better match how unassisted keyboard + mouse players track moving targets. Human-like aim assist allows for more balanced tuning for controller players of all skill levels — we’ll be closely monitoring its impact so that we can tune it just right!

Tournament Notes

  • The Iron Man’s Combat Kit, Iron Man’s Flight Kit, Stark Mobile Armory, and Iron Man Armor Stand are not included in tournaments.

Explore Lost Isles in LEGO Fortnite v31.20!

The Fortnite Team

Landfall has been made on Lost Isles, a new addition to your world begging to be explored! Step boldly ashore, face its unknown dangers, and prepare for a LEGO® adventure unlike any before. LEGO Fortnite: Lost Isles drops on September 17!

Explore Lost Isles in LEGO Fortnite v31.20!

The Fortnite Team

Landfall has been made on Lost Isles, a new addition to your world begging to be explored! Step boldly ashore, face its unknown dangers, and prepare for a LEGO® adventure unlike any before. LEGO Fortnite: Lost Isles drops on September 17!

Explore Lost Isles

Any Battle Bus Station will transport you to Lost Isles, which has a diverse ecosystem featuring five different environments. Here’s what to know about each one:

Beach

The Beach is a great place to pursue relaxation… just be careful of the Pirates landlubbin’ in and out of Pirate Towns. Mind your sea legs — these scallywag dogs will be setting their sights your way!


Plains

The Plains are anything but plain, but they’re plenty plantain — this biome is the home of the Peely Tribe! (Yes we know plantains aren’t the same as bananas. We wouldn’t slip up like that…) The members of the Peely Tribe are friendly and need all the help they can get to drive back the pillaging pirates and other lurking foes


Jungle

Now you’re in the thick of it! The Jungle is a lush biome with helpful plants like Hop Flowers that make you bounce, Slurp Plants that heal you, and damaging Bomb and Stink Flowers that can help you defend yourself.

Defend yourself against what, you ask? The Storm-Wild Tomatoes. Maybe they arrived after “Tomato Town” was wiped out, or maybe they’ve been here before Tomato Town was even a thing.


Mountains

Get ready for a pretty view! Climb to the top of the Mountains to feel high and mighty and pluck some pineapples too. Pirate fortresses can be found here along with callous creatures…


Floating Islands

Seen from most places in Lost Isles, the Floating Islands act as a great compass for your travels (if you don’t want to use your actual Compass). While a challenging biome to traverse, the encounters and critters you’ll find here offer rewards you won’t find anywhere else. Launch yourself off a geyser to glide up here, or maybe just build some stairs.


Prepare Yourself for Adventure

Exploring uncharted territory comes with some risks, so grab some tools to help you out! Collect Mahogany from trees in Lost Isles to unlock the recipes for these.

The Pirate MusketFlint-Knock Pistol, and dynamite-laden Boom Shield are standard-issue supplies of Pirates. If you find yourself in a scuttle with them, they can drop one of these if you win!

From the Peely Tribe, you’ll find plenty of Throwing Spears, a punch-packing projectile. Storm-Wild Tomatoes are known for carrying the Explorer’s Machete, which is great for cutting through the thick Jungle, plus the Knockback Shield to send foes flying.

All the new self-defense tools from foes can be crafted at a Crafting Bench.

The Essence Table has been upgraded to the Rune Forge, where you can craft Runes for strengthening your tools by spending Essence. (Chopping down trees, picking plants, and defeating enemies can get you Essence!) Craft one of these Runes and apply it to a tool to upgrade it:

  • Rune of Berserk I-III: apply to a tool to significantly increase your sprint speed and jump height for a few seconds after attacking with it.
  • Rune of Damage I-III: apply to a tool to increase its damage
  • Rune of Destruction I-III: apply to a tool to give it a chance to instantly destroy buildings when hitting them
  • Rune of Durability I-III: apply to a tool to increase its durability
  • Rune of Health I-III: apply to a tool to create a chance for enemies to drop Health items when hit
  • Rune of Luck I-III: apply it to a tool to give it an increased chance of getting extra loot drops when defeating enemies
  • Rune of Undead Bane I-III: apply it to a tool to give it increased damage against undead enemies

While venturing out in the world you’ll also find powerful books called Tomes that give one of the Runes above or an item recipe when you read them.

Friendly Klombos & Grumpy Golems

Lost Isles is home to the legendary Klombos, which can be found in their native lagoon habitats in the Jungle. Feed a Klombo a Klomberry to earn a friend and trusty steed to accompany you on your big adventures. Just, don’t make it mad.

Some of Lost Isles is best admired from a distance, as the scenery here often has a mind of its own. Golems are dangerous, living statues that roam the Beach, Plains, and Jungle. Defend yourself against Golems to get valuable resources and Rift Shards, an ingredient for Battle Bus Stations.

A Fruit Salad of… Fruit

Lost Isles has lots of new foods you can eat or use as ingredients. Some enhance your abilities, while others can be replanted back on the mainland.

On the Beach you’ll find:

  • Bananas
    • An ingredient in Banana Pancakes, which temporarily make you jump higher.
  • Coconuts
    • Can be made into Tropical Smoothies that temporarily increase your max stamina.

In the Plains you’ll find:

  • Pineapples
    • A (controversial) ingredient for Hawaiian Pizza, which lowers your stamina consumption.
  • Klomberries
    • Feed one to a Klombo to make it your friend and rideable. Can be converted to Klomberry Seeds at a Grain Mill, replanted, and grown back on the mainland.

In the Jungle you’ll find:

  • Tomatoes
    • A local delicacy you can eat to restore some Health. Can be converted into Tomato Seeds at a Grain Mill, replanted, and grown back on the mainland.

Fun in the Sun

Paradise is meant for playing. Lost Isles adds several new Toys!

  • Cannon: Launches both Cannon Balls and players!
    • Unlock the recipe for the Cannon by adding Blast Powder to your inventory.
    • Craft Cannon Balls at a Crafting Bench.
  • Free-spin Swivel: Allows for things connected to it to rotate freely.
    • Unlock the recipe for the Free-spin Swivel by adding a Cord to your inventory.
  • Controllable Swivel: Allows for the player-controlled rotation of things connected to it.
    • Unlock the recipe for the Controllable Swivel by adding a Cord to your inventory.
  • Stink Jar: Throw to create a poisonous area. (Don’t throw it downwind!)
    • Unlock the recipe for the Stink Jar by adding a Stink Gland to your inventory.
      • Stink Glads drop from various critters in Lost Isles.
    • Craft Stink Jars at a Crafting Bench.

Tropical Treasures LEGO Pass

A banana bunch of new Quests have been added to help you progress in the Tropical Treasures LEGO Pass! This new LEGO Pass has Decor and Builds waiting to be unlocked.

Here’s how the Tropical Treasures LEGO Pass works:

  • After selecting the LEGO Fortnite experience in Fortnite, go to the LEGO Pass button in the top navigation.
  • Here is where you’ll see the LEGO Pass and a button to view Quests. These Quests are about exploring Lost Isles. Complete them to earn Studs!
  • The more Studs you collect, the further you’ll progress in the LEGO Pass! Unlock in-game rewards from the free reward track as you progress. If you want, you can also unlock in-game rewards from the purchasable Premium Reward Track.

You don’t need to peel back the NaNa Hut Build, the final reward of the free reward track, to realize it makes a lovely home. It also happens to be a great place to store bananas!

The Premium Reward Track costs 1,400 V-Bucks and has 11 more rewards you can unlock while also unlocking rewards from the free reward track. You don’t need to complete extra Quests to get these rewards, so don’t worry about adding extra stops on the itinerary.

Security is a top priority for any tropical village, which is why the Nana Gate Build is the final reward of the Premium Reward Track. Decide which of your friends should be on duty and thank them with bananas later!

Be right at home in your NaNa town with the Island Adventure Peely Outfit, which unlocks right away when you purchase the Premium Reward Track. This Outfit has a LEGO Style and a Fortnite Style! Is it weird to eat a banana as Peely?

A bigger fan of Storm-Wild Tomatoes than the Peely Tribe? The Tropical Treasures LEGO Pass has plenty of rewards in the Tomato Temple Set!

This Pass will be available to progress until October 11, 2024, at 2 AM ET.

Swinging into the Shop: Marvel Build and Decor Bundles

Lost Isles has plenty of enemies, now it’s time for some heroes…

Daily Bugle Bundle

Read all about it! Just like Peter Parker at his day job (when he isn’t web-slinging as Spider-Man), players will be able to wander the halls of the Daily Bugle in their LEGO Fortnite world.

The Daily Bugle Bundle, which comes with the Mary Jane Watson Outfit*, will be available in the Shop for 2,800 V-Bucks starting September 20 at 8 PM ET through October 4 at 8 PM ET.

Friendly Neighborhood Bundle

The dream of owning a piece of New York real estate is coming true! Construct the multi-story Friendly Neighborhood that includes a room themed after Peter Parker’s apartment in the Spider-Man comics.

Available in the Shop for 2,600 V-Bucks, the Friendly Neighborhood Bundle also includes the Spider-Man Zero Outfit*! The bundle will be available from September 20 at 8 PM ET through October 4 at 8 PM ET.

Weapon X Labs Decor Bundle

Decorate your home like the infamous Weapon X Labs  — where Logan originally bonded with his adamantium skeleton, got his claws, and became Wolverine. This Decor Bundle, which also includes the Weapon X Outfit*, will be available in the Shop for 2,600 V-Bucks from September 20 at 8 PM ET through September 30 at 8 PM ET!

*If you already own the Outfit included in the bundles, the bundles will be discounted. 

Improvements and Adjustments

New Vehicle Builds

Never stop adventurin’. New vehicle Builds have been added in v31.20 — you can now take flight on your own personal Airship, or mount up on the Crusher tank.

Other Changes

  • The Team Mech Emote has been updated to its intended animation and appearance.
  • The Select World menu UI has been updated, removing the “Every world will receive future content updates” text. (LEGO Fortnite content updates will continue for all worlds.)

Datamined Content:

Be sure to update this article as we will add more datamined content and patch notes when they become available.

[Source: Fortnite]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Fortnite Servers Pulled for Downtime in Order to Bring “Day of Doom” Mode via Patch 31.20

The next major update for Fortnite is about to drop today (September 17)! Before that happens, Epic Games needs to pull down the servers for a few hours in order to roll out the latest patch 31.20 on all platforms.

Downtime begins at 4 am ET/1 am PT/4 pm HKT per the announcement, and we are expecting the servers to be down for a few hours (servers should be back up around 6 am ET/3 am PT/6 pm HKT).

Players can expect a new wave of LEGO content in the game, the Day of the Doom limited-time mode (LTM) and more. You can check out the trailer for the Lost Isles LEGO content incoming later today:

For Day of Doom, here’s what Epic Games had to say about it:

Join the ultimate battle between good and evil. Up to 32 players. Two teams: Doom’s Henchmen and Allies of the Avengers. Tomorrow!

Doom’s Henchmen: your goal is to collect all six Arcane Artifacts. Once you’ve collected them all, your adversaries will no longer be able to respawn. Eliminate every hero and you’ll emerge victorious!

Avengers: your goal is to take down Doom’s forces before they collect the Artifacts. Doom’s Henchmen have a large number of respawns altogether — reach victory once you + your fellow Avengers have depleted all their reinforcements.

If there’s any changes to the downtime, we’ll be sure to update the article. As for the new Fortnite patch, expect it to drop the moment downtime starts, and we’ll provide a link out to it once the complete patch notes are available.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Skull and Bones Y1S3.1 Drops Anchor for Version 1.000.016 and Here’s the Patch Notes

The latest update for Ubisoft’s pirate game is here and this is for Y1S3.1! Players can download this as Skull and Bones update 1.000.016, and this brings Episode 3, gameplay updates, bug fixes and more.

There’s a lot to take in, so read on for the complete patch notes notes below, which we’ve made into an easier read with a table.

Skull and Bones Update Version 1.000.016  for Y1S3.1 Patch Notes:

Highlights

Episode 3: Calm Before The Storm, starting Week 5

  • Reward – Imperial Jade
  • Bounty: “The Serpent’s Wrath
  • First time rewards: 1 x Commander Zhang’s Chest, 10000 x Silver
  • Chance to obtain from Phoenix’s Talon Strongbox – Epic Major Furniture “Cannonball Carving Station“.
    • Hitting a weakpoint applies Taunting Charge on the target.
    • Increases “Taunt” duration by 15%.
    • Reduces Reload time of Piercing weapons by 5%.
  • Bounty: “Flames of the Phoenix
  • First Time rewards: 6 x Upgrade Kits, 1 x Phoenix’s Talon Chest, 13000 Silver
  • Flicker of Destiny” contract reward: Blueprint of Epic Ballista “Bane of Ten Suns“.
  • Unrelenting Drill: Fires a drill-bolt that travels in a straight path, piercing multiple targets. Drill-bolts deal additional 50% to subsequent targets after hitting the first target.
  • Long Draw: This weapon can be charged for up to 420% increased damage and 900m increased range
  • Piercing III: Adds 30% of damage as Piercing Damage. Increases damage to weakpoints by 100%.

Events & Giveaways

  • Talk like a Pirate Day” giveaway: available from September 17th to September 24th. You may redeem your free gifts from Ubisoft Connect!
    • Precision Drilling Bit x7
    • Rubber x7
    • Torsion Spring x7
    • Sky Barrage (Firework) x1
    • Cannon Smoker (Emblem) x1
    • Hephaestus’s Tears (Sail Pattern) x1
  • More fireworks, emotes, and ship vanities are also available in the Store, be sure to check it out!
    • Talk like a pirate firework 1: “Arrgh
    • Talk like a pirate firework 2: “Crossed Swords
    • Talk like a pirate emblem: “Thick Skull
    • Midnight Sail Colour: “Skyclad
    • Midnight Hull Colour: “Moon Shadow
  • To celebrate “Talk like a Pirate Day”, a Double Infamy event will take place from September 19th (06:00 UTC) to September 23rd (06:00 UTC).

Gameplay Updates

Season 3 Extension

  • In-game calendar for Season 3 has been extended by a week so as to reflect the Season’s end date on the 19th of November, 6:00am UTC.

Map Filter

Dev note: In Patch 2.2, we introduced changes to make World Events accessible on a fixed schedule. We have since been closely observing player feedback, and while the scheduling changes were generally well-received, we also noted that the community felt that the map was getting increasingly cluttered, making it difficult to locate relevant content.

In Patch 3.1, we’re making some visual tweaks to the World Event markers to reduce the space occupied, as well as making some changes to the default visibility of World Events on the map. Only the closest active World Event of each type will be shown on the map border. You may choose to adjust this behaviour through the Customize User Interface section in the settings menu to suit your preferences.

  • Updated visuals of World Event markers on the map.
  • Added 3 new settings to customize the display of World Events on the map.
    • World Event Edge Clamp (On/Off).
    • World event status (All/Active only):
      • All: Shows all World Events including those that will start soon.
      • Active Only: Shows World Events that are currently active
    • World event range (All/Closest only):
      • All: Shows all World Events including multiple instances of the same type.
      • Closest Only: Limits showing the closest World Event per type.
  • Curate World Events that are displayed on the map through filtering by relevance (by player progression).
  • World Events far above your current ship rank or Infamy level will not be displayed.
  • Accepting a bounty or directly encountering a world event in the Open World will enable the display of the World Event on the map.
  • The following behaviour remains unchanged:
    • Seasonal World Events, Ghost Ships, Elite Warships, Sea Monsters, and Merchant Convoys will continue to be shown on the map when they are available.

Helm Empire Management

  • Players can now add funding to manufactories that are actively generating Pieces of Eight to increase the length of production. The cost will be proportionate to the remainder of the amount of time added on. Players may start funding at a minimum of an additional ten minutes.
    • Example: After a Manufactory is active for 6 minutes, players cannot add funds to this Manufactory because the minimum add-on funding starts at 10 minutes.
    • Example: A manufactory has been active for 57 minutes. Players will now have the option to add funds to extend production by 50 minutes. Any add-on production time is rounded down to the nearest ten minutes.
  • Players can perform supply runs on manufactories with less than 15 minutes of funding time remaining. The cost of the supply run is scaled proportionally to the funding time remaining.
  • Changed territory collection of Pieces of Eight to deduct (tax) from the collected amount rather than deducting from players’ existing amount of Pieces of Eight.
  • Added faction icon and name to manufactory tooltip.

Manufactory Defense – Reduced Penalties

  • Upon failing the Manufactory Defense, the Manufactory production downtime is now 1 hour, regardless of Manufactory level.

Weapons

  • Repair mortars now affect the player that fired it if they are within the area of effect
  • Updated the description of the Battle Junk’s Perk: “Provoke
    • Old: Weapon-hits within 200m range apply Taunt charges. Applying “Taunt” with this ship makes target vulnerable to 50% increased weakpoint damage from all sources.
    • New: Damage dealt within 200m range apply Taunt charges. Applying “Taunt” with this ship makes target vulnerable to 50% increased weakpoint damage from all sources.

Sea Monsters

  • Players can now have a chance to encounter the Shadowbeast while sailing around the open world.

Dev Note: We are introducing more dynamism to the open world through chance encounters which include sea monsters and ghost ships to enrich the sense of wonder while sailing out at sea. We acknowledge that these may impact the difficulty of world events should they overlap, and we are actively monitoring community feedback to adjust the rules for triggering these events to achieve a good balance.

Inventory Management

  • Added stack quantity and splitting/merging stacks in ship customization.
  • Multiple copies of the same weapon, armour, and furniture are now stacked in the Ship Customization screen.

Bounties

  • Updated bounties to display location hints in the map.

Job Board

  • Improved base Job Board rewards
  • Increased bonus rewards provided by the Helm Upgrades “Sainte-Anne’s Favour” and “Telok Penjarah’s Favour“.

Improved Merchant Convoy Rewards

  • Increased drop rates, quantity and added new drops in Merchant Convoy rewards.
  • More materials that are used for ship upgrades will be available e.g. Roselle Cloth, Wood Pitch, Lacquer, Dry Casting Sand, and more.
  • Improved visibility on rewards available in the World Event tooltip.

Recommended Activities

  • Added manufactories to the list of rewards shown for Helm Empire Opportunities on Recommended Activities.

Seasonal Calendar – UI improvements

  • Improved visuals to now highlight current week.
  • Updated icons of featured rewards to be displayed in the collapsed view.
  • Increased smoothness while side scrolling through the weeks.

Improvements and Bug Fixes

Sea Monsters

  • Fixed an issue with the Shadowbeast and the Elder Shadowbeast were applying the “Stormstruck” status effect at a lower-than-intended rate.

Text and Voice Chat

Dev note: We’ve identified an issue where the “Chat service has encountered an error. Please try again later” info message was displayed in the text chat window in unintended situations. We’ve addressed this case and added a new info message when the game reconnects to the chat service. Improving the stability of text and voice chat continues to be a priority for our team in the updates to come.

  • Added message feedback upon the successful reconnection to the voice chat service.
  • Fixed an issue where the “NIGHTINGALE- FFFF831D” error message “Chat service has encountered an error. Please try again later” is displayed in certain scenarios.
  • Fixed an issue where the “NIGHTINGALE- 12C” error codes are displayed in text chat while the service was available in certain scenarios.
  • Fixed an issue where chat text input extends past the text box.

Contracts

  • Fixed an issue where target ships were not spawning in the contract “Curtain Call“.
  • Fixed an issue where players were unable to abandon “Argent Refrain“, “Sable Refrain“, “Peste Control” repeatable contracts.
  • Fixed an issue where “Defender’s Overture” contract was listed in the journal under the Coast of Africa region when the objective takes places in East Indies.
  • Fixed an issue where bounties were failed in cases where World Events had automatically started for players while they were progressing in the Seasonal Story.
  • Fixed an issue where the item submission feedback was missing if the player had insufficient items.
  • Fixed an issue where placeholder text is observed in the objective of the contract “Life after Death” after completing the first step of contract.
  • Fixed an issue where the icon on the contract item “Nei Wen’s Journal” was not displayed in the contract “Engulfing Storm“.

Perks

  • Fixed an issue where the perk icon was not being displayed for allies when the Hulk’s “Ironwill” is active.
  • Fixed an issue where the incorrect icon was displayed when the Cutter’s “Unsparing” perk was triggered.

Equipment & Resources

  • Fixed an issue where players were unable to locate “Machinist Station Mines” blueprint despite owning it.
  • Fixed an issue where “Black Prince” armour mitigated more damage than intended.

Smuggler Pass

  • Fixed an issue where the map fades to a black screen after switching from the Smuggler Pass.
  • Fixed an issue where the preview of the bundle items does not load after the player accesses the Store from “Buy Premium Pass” widget.
  • Corrected the description for the amount of Gold reward obtainable from Premium Smuggler’s Pass (no changes were made to the obtainable amount of Gold).

Audio

  • Rebalanced volume levels of several weapons, battle soundtracks, crew attacks and contract cutscenes.

Stability Improvement

  • Fixed a crash that occurs when players change furniture.
  • Fixed a crash that occurs when players returned to Smuggler Pass tab from the Currency tab.
  • Fixed various other crashes.

UI/UX

  • Fixed an issue where fast travel was accidentally triggered when player is panning the map with the mouse.
  • Fixed an issue where players were unable to scroll UI after moving items from Cargo to Warehouse.
  • Fixed an issue where Grilled Lestari meat was not available on the “Grilled Food” action wheel shortcut.
  • Fixed an issue where players can see a bounty marked on the map before unlocking the bounty board.
  • Fixed a description in the Codex for “Teuling’s Special Steak” and where to obtain the recipe.
  • Fixed an issue where the World map and Helm overview map appears as a black screen when quickly switching between Helm overview map, World map, Smuggler Pass or Seasonal Calendar tabs.
  • Fixed an issue with outdated Helm icons in preview images on Leaderboard.
  • Fixed an issue where the icon of the weathervane item from the “Onwards to the End” vanity set did not match the item.
  • Fixed an issue where multiple manufactory names are truncated on the Helm Empire Overview in various localizations.
  • Fixed an issue where the ‘Disembark’ button overlaps with Action Wheel change page button when in close proximity with other players near Dens or Outposts for Arabic & Russian languages.
  • Fixed various localization issues.
  • [PS5] Fixed an issue where the open world activity card is unavailable.

Benchmarking

  • Disabled benchmarking tool due to technical issues until further notice.

That’s about it for this patch for Skull and Bones.

[Source: Ubisoft]

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.